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Copyright 2008 - Staley, Deuce ex Defcon. Any site that wishes to host any of
my guides is free to do so, provided you contact me prior to posting the
guide(s), as I like to know where they're being used.
I cannot guarantee any site other than GameFAQs will always have the most
current form of my guides, so if there's ever any doubt, always check GameFAQs.
If you find an outdated form of any of my guides on any other site(s), please
contact me, and I will contact the site(s) to get it updated.
All questions, comments, and so forth concerning this guide can be posted on my
site here:
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email me at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon). Please note that I
absolutely despise having casual social conversations on AIM, though. If you
want some help with the game, please just get to the point as quickly as
possible. Also note that I'm at work a lot of the time that I'm on AIM, so my
responses will often be slow and spotty. Please be patient.
-----------------------------------------------------------------------------
| ========================= |
| | CONTENTS | |
| ========================= |
-----------------------------------------------------------------------------
1.00) Walkthrough
1.01) Space Pirate Frigate
1.02) Missile Launcher
1.03) Morph Ball
1.04) Charge Beam
1.05) Morph Ball Bomb
1.06) Varia Suit
1.07) Boost Ball
1.08) Space Jump Boots
1.09) Wave Beam
1.10) Super Missile
1.11) Thermal Visor
1.12) Spider Ball
1.13) Ice Beam
1.14) Gravity Suit
1.15) Power Bomb
1.16) Grapple Beam
1.17) X-Ray Visor
1.18) Wave Buster
1.19) Ice Spreader
1.20) Plasma Beam
1.21) Phazon Suit
1.22) Flamethrower
1.23) Impact Crater
2.00) Chozo Artifacts
3.00) Expansions
3.01) Missile Expansions
3.02) Energy Tanks
3.03) Power Bomb Expansions
4.00) Quick Expansion Lists
4.01) Quick Missile Expansion List
4.02) Quick Energy Tank List
4.03) Quick Power Bomb Expansion List
5.00) Log Book
5.10) Pirate Data
5.20) Chozo Lore
5.30) Creatures
5.40) Research
6.00) Quick Log Book Reference
6.10) Pirate Data Quick Reference
6.20) Chozo Lore Quick Reference
6.30) Creatures Quick Reference
6.40) Research Quick Reference
7.00) End
7.01) Version History
7.02) Closing
-----------------------------------------------------------------------------
| |
| 1.00) Walkthrough |
| |
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
| |
| 1.01) Space Pirate Frigate |
| |
-----------------------------------------------------------------------------
=== Space Pirate Frigate ===
-----------------------
Exterior Docking Hangar
-----------------------
See the four red circles around the force field blocking your path? Shoot each
one, and the force field will drop. Walk past it, then activate your Scan
Visor (left on your control pad) and scan the panel on the pillar thing to the
right. Some additional red lights will be activated on the next force field,
so shoot all six of them to drop it. Follow the path to the blue door, shoot
it, and head through.
There's nothing of much interest in this corridor, so simply run to the other
end and go through the next blue door.
--------
Air Lock
--------
Scan the panel to the left, then shoot the door in front of you and go through.
----------------------
Deck Alpha Access Hall
----------------------
Nothing going on here, just head through the next door.
-------------------------
Emergency Evacuation Area
-------------------------
LOG: Parasite
Scan the small enemy on the floor in the lower area for a Log entry, then take
your time to scan everything else in the room if you'd like. Eventually, you
will need to head to the other side of the room and go through the next blue
door.
-------------------------
Deck Alpha Umbilical Hall
-------------------------
Charge your Power Beam by holding the A button down for a while, then use the
charged shot to destroy the debris in the middle of the corridor. Continue
through the door on the other side.
------------
Map Facility
------------
LOG: Map Station
See where the parasites crawl through the tunnel? Head there and use your X
button to enter morph ball mode. Stand up when you've rolled through the
tunnel and scan the map station there for a Log entry. Step into the hologram
to get the map, then roll back through the tunnel and go out the door on the
right.
--------------------------------
Connection Elevator to Deck Beta
--------------------------------
Scan the panel at the back of the room to activate the elevator hologram, then
step into the hologram to take the elevator down. Head through the blue door
there.
----------------------
Deck Beta Conduit Hall
----------------------
Enter morph ball mode and roll under the blockage in the middle of the corridor
on your way to the blue door at the other end.
-----------------------
Biotech Research Area 1
-----------------------
LOG: Small Energy
Some Space Pirates are stumbling around in here, so take them out (they may or
may not drop energy - scan it for a Log entry if they do, but you'll be able to
do it pretty much any time in the future). Scan the stuff along the walls if
you'd like, then head out the next door.
-----------------------
Deck Beta Security Hall
-----------------------
LOG: Auto Turret
LOG: Missile Ammo
When you turn the corner to the left, scan the turret on the ceiling for a log
entry, then destroy it with a missile (use your Y button to fire one). If the
turret drops some missile ammunition when you destroy it, scan it for a Log
entry. If not, don't worry about it - you'll be able to get it pretty much any
time in the future. Head through the door when you're ready.
---------------------
Biohazard Containment
---------------------
LOG: Fall of Zebes
Scan the consoles near the entrance for a Log entry, then work your way over to
the elevator on the other side of the room. Activate it by scanning the panel
on the nearby wall, then ride it to the upper level. Work your way around here
to the door at the other end.
----------------------
Deck Beta Transit Hall
----------------------
Nothing much here, just head through to the other side.
--------------------------------
Cargo Freight Lift to Deck Gamma
--------------------------------
Take out the turret, then scan the panel on the outside of the lift to open the
door. Step onto the hologram and ride the lift to the bottom, then take out
the Space Pirate. Scan the panel on the right, then enter morph ball mode and
roll onto the spherical hologram to open the next door.
---------------------
Reactor Core Entrance
---------------------
LOG: Save Station
Take out the turrets, then shoot the door on the left and go inside. Scan the
save station here for a Log entry, then step into it to save your game. Return
to the main part of the room and scan the red panel, then roll onto the
spherical hologram to open the next big door.
------------
Reactor Core
------------
LOG: Parasite Queen
Scan the large creature for a log entry, then lock onto it with your L button.
Pound the creature with your power beam through the gaps in the blue force
field until it dies, then be ready to escape from the facility. After the
Parasite Queen dies, you'll be facing the next blue door that you want to go
through.
-----------------------
Deck Gamma Monitor Hall
-----------------------
Nothing of interest in here, just work your way straight through to the door at
the other end.
--------------------------------
Connection Elevator to Deck Beta
--------------------------------
Scan the panel in front of you to activate the elevator, then step on the
hologram to ride it up. Scan the panel in front of you when the elevator stops
to disable the defense turret, then head out the door.
-----------------------
Biotech Research Area 1
-----------------------
Take a left and head for the wall behind the giant specimen case. Climb the
broken chunks of flooring to get to the upper area, eliminate the space pirates
up there, and take a right to the far end of this room. A panel will blow off
of the wall, making an open spot for you to jump into.
------------------------------
Subventilation Shaft Section A
------------------------------
Not much going on here, you just have to work your way through the shafts to
the door on the opposite end. The parasites aren't much of a threat, so just
walk right through them if you want.
------------------------------
Subventilation Shaft Section B
------------------------------
More of the same here, just run through the shafts until you pop through the
next set of doors.
--------------------------------
Cargo Freight Lift to Deck Gamma
--------------------------------
You'll barely even know you're in this room, all you have to do is walk up to
the door to make it blast free, then head through.
--------------------------------
Main Ventilation Shaft Section A
--------------------------------
Even more of the same... just head through the shafts until you find the next
exit.
--------------------------------
Main Ventilation Shaft Section B
--------------------------------
Head up the shaft and take out the turrets by the door, then head through it.
--------------------------------
Main Ventilation Shaft Section C
--------------------------------
...more pointless shafts. Just run through to the next door.
--------------------------------
Main Ventilation Shaft Section D
--------------------------------
Same thing, just head through until you reach the next door.
--------------------------------
Main Ventilation Shaft Section E
--------------------------------
Ooh, something different! A giant piston thing is moving in here, but it can't
hurt you. As it moves to the left, walk right behind it. There's a tunnel to
the right near the end of the hallway with a door in it, so head through there.
--------------------------------
Main Ventilation Shaft Section F
--------------------------------
Nothing at all here, just run through the door to the other side.
-----------------------
Biotech Research Area 2
-----------------------
Wait for the cutscene to finish, then look up at the middle of the room to see
some grappling points. Target the closest one, then use your L button to grab
it. When you swing towards the next one, let go of the L button and quickly
repress it to target the second one. Let go of the L button when you're
swinging towards the ledge, and Samus should land on it. Scan the two nearby
terminals if you'd like, then head through the door.
---------------------------------
Connection Elevator to Deck Alpha
---------------------------------
Scan the terminal to disable the turret, then head for the elevator. Scan the
panel in front of it to make the hologram appear, then step on the hologram to
ride the elevator up.
---------------------
Deck Alpha Mech Shaft
---------------------
Look for the narrow hallway when the elevator stops and move your way through
it until you reach the airlock.
-------
Airlock
-------
Take a left and get next to the door. Once the room depressurizes, shoot the
door and head through.
-----------------------
Exterior Docking Hangar
-----------------------
Samus will take care of the rest once you walk through the door at the end of
the long hallway.
-----------------------------------------------------------------------------
| |
| 1.02) Missile Launcher |
| |
-----------------------------------------------------------------------------
=== Tallon Overworld ===
------------
Landing Site
------------
LOG: Gunship
LOG: Tangle Weed
Jump down from your ship and scan it for a Log entry, then check out the area
behind it to find some Tangle Weed, which you can scan for another Log entry.
There's not a whole lot else for you to do here right now, so head for the low
door near your ship.
-------------
Canyon Cavern
-------------
LOG: Beetle
Scan one of the enemies that come out of the ground, then slaughter them. Look
around for a small hallway and head through the door at the end of it.
-------------
Tallon Canyon
-------------
LOG: Sap Sac
LOG: Blastcap
LOG: Zoomer
LOG: Geemer
LOG: Large Energy
Take a look to your left as soon as you enter the area and scan the orange
thing for a Log entry, then move into the middle of the room. Scan various
other things to collect three more Log entries, then move towards the blue door
on the lowest level (you can reach a higher door, but it won't lead anywhere
useful yet). If you manage to get an enemy to drop a Large Energy unit, you
can get a Log entry for it. If you don't, don't worry about it - you'll have
plenty of other opportunities later.
------------------
Transport Tunnel A
------------------
Nothing much going on here. You should've already scanned everything in here
already, so just head through the door at the other end of the room.
-----------------------------
Transport to Chozo Ruins West
-----------------------------
Scan the terminal to the right of the elevator platform to activate it, then
step onto the hologram to ride it up to the Chozo Ruins.
=== Chozo Ruins ===
-----------------------------------
Transport to Tallon Overworld North
-----------------------------------
Nothing going on here... scan the terminal to activate the elevator if you'd
like, but otherwise, just head out the door.
--------------
Ruins Entrance
--------------
LOG: Fountain
Take care of the beetles on the ground, then scan the weird distortion thing
above the next blue door for a Log entry before you head through it.
----------
Main Plaza
----------
LOG: Missile Door Lock
LOG: Hive
Scan the blast shield on the door to the left for a Log entry after you've
dealt with the beetles, then look higher up in the room to scan one of the
hives on the walls for another Log entry. Head towards the far end of the room
and go through the lower blue door there when you're ready.
--------------
Nursery Access
--------------
LOG: Scarab
Scan the small enemies for a Log entry, then head through the door on the other
side of the room.
-----------
Eyon Tunnel
-----------
LOG: Eyon
Scan one of the eye things on the wall in front of you for a Log entry, then
carefully work your way through this hallway while dodging the beams from the
eye things.
--------------
Ruined Nursery
--------------
LOG: Exodus
LOG: War Wasp
Scan the distorted section of the wall for a new Log entry, then fend off the
beetles. Climb the ledges on the long side of the room to get to the upper
area, then scan one of the wasps that come out of the hives for a Log entry.
Make your way to the second blue door up here.
--------------
Save Station 1
--------------
Step into the save station and save your game if you'd like, then return to the
previous room.
--------------
Ruined Nursery
--------------
Head straight for the blue door on the upper level and head through it.
------------
North Atrium
------------
Not much to do here, just head to the door on the other side after you've
cleared out the Scarabs.
--------------
Ruined Gallery
--------------
Fend off the wasps, then jump over the ledges on the right side of the room to
reach the door on the other side.
------------
Totem Access
------------
LOG: Plazmite
Scan one of the firefly enemies for a Log entry, then work your way through to
the door on the other end of the room.
----------
Hive Totem
----------
LOG: Ram War Wasp
LOG: Hive Mecha
ITEM: Missile Launcher
Head for the central platform to start your first "boss fight," or at least
what's supposed to be considered a boss fight at this point in the game...
basically, you just need to kill all of the wasps that are on your screen, then
focus your attack on the Chozo heads on the casing that's protecting your
Missile Launcher. Don't forget to scan one of the wasps and the portion of the
machine that's underwater for two Log entries.
Once you've neutralized all of the heads, the casing will retract, and you'll
be able to grab the launcher. Use a missile on the blast shield on the door in
front of you (press the Y button to fire a missile), then head through the
door.
-----------------------------------------------------------------------------
| |
| 1.03) Morph Ball |
| |
-----------------------------------------------------------------------------
----------------------
Transport Access North
----------------------
ENERGY TANK: Just sitting in the middle of the room for you to grab.
Take the energy tank, then head back out the door. You won't be able to go
through the tunnel in here yet, so ignore it for now.
----------
Hive Totem
----------
Nothing going on here, just head over the bridge and make your way to the other
door.
------------
Totem Access
------------
Fight your way through here to the door on the other side.
--------------
Ruined Gallery
--------------
MISSILE: Use a missile to smash the weak wall in the lower area.
Take care of the War Wasps, then drop down to the lower level. See the weak
spot in the wall below the door leading to Totem Access? Hit it with a missile
to destroy it, then grab the missile expansion inside the alcove. Head over to
the lower door on the other side now, destroy the blast shield with a missile,
and head through it.
-----------
Map Station
-----------
Step onto the map station platform to download a map of this area, then return
to the previous room.
--------------
Ruined Gallery
--------------
Simply jump back up to the upper level and go through the door closest to the
map station.
------------
North Atrium
------------
Fight your way through here to the other side.
--------------
Ruined Nursery
--------------
Deal with the wasps and save at the save room if you'd like, then exit through
the lower door.
-----------
Eyon Tunnel
-----------
Dodge the beams as you move your way to the other end of the hallway.
--------------
Nursery Access
--------------
Slaughter the Scarabs on your way to the door on the other side of the room.
----------
Main Plaza
----------
Some beetles will come out of the ground, so fight them off as you make your
way to the door with the blast shield on it. Hit it with a missile and head
through.
--------------------
Ruined Shrine Access
--------------------
Nothing but Scarabs... hose them down on your way to the other side.
-------------
Ruined Shrine
-------------
LOG: Plated Beetle
ITEM: Morph Ball
Jump up the ledges, then jump down into the main area to start another "boss"
fight. You'll start by slaughtering a wave of Beetles, which really don't pose
much of a threat. Once you've eliminated them all, a larger Plated Beetle will
appear. Scan it for a log entry, then lock onto it with your L button. The
beetle will approach you, juke right and left, and then dive at you. Wait for
the two jukes, then press left (or right) along with your B button to quickly
side-step the dive. Shoot the beetle in the red spot on the back side of it to
damage it, and repeat this process as necessary.
When the fight's over, grab the Morph Ball item from the alcove, then exit this
room by using the tunnel below the halfpipe to get back to the door.
-----------------------------------------------------------------------------
| |
| 1.04) Charge Beam |
| |
-----------------------------------------------------------------------------
--------------------
Ruined Shrine Access
--------------------
Simply head through the door on the other side.
----------
Main Plaza
----------
Fight the beetles, then take a left. At the back of the area, you'll see a
series of ledges that can be used to jump up to the upper part of this area,
where you'll be able to cross the bridge. Do so, and fight off the war wasps
in the process. Head through the blue door up there when you get the chance.
----------------------
Ruined Fountain Access
----------------------
Yet another hallway filled with Scarabs... what a shocker. Fry them on your
way through, then use your X button to enter morph ball to roll underneath the
tree roots that have grown through the hallway.
---------------
Ruined Fountain
---------------
LOG: Hatchling
Take a right and follow the path around the outside of the room, avoiding the
toxic water. When you reach the fountain, scan the nearby wall for a Log
entry. Head for the door closest to the one you used to enter this room.
----------------
Arboretum Access
----------------
LOG: Shriekbat
Walk slowly through this hallway until you see the enemies hanging from the
ceiling, then quickly scan one for a log entry. Use a missile on the blast
shield on the door on the other side of the room and head through it.
---------
Arboretum
---------
LOG: Reaper Vine
Turn to the left and scan the Reaper Vine for a log entry, then shoot the spot
on it to make it retract. Work your way over the platforms to reach the tree
in the middle of the room, then head up the outside of it until you reach the
bridge. Head down the walkway on the outside of the room, tag the Reaper Vines
there, and use a missile on the blast shield door before going through it.
---------------------
Gathering Hall Access
---------------------
There's literally nothing of interest here, just head for the other side.
--------------
Gathering Hall
--------------
Take a right and watch out for the Shriekbats, then use a missile on the blast
shield door and head through it.
--------------
Save Station 2
--------------
Save your game if you'd like, then return to the Gathering Hall.
--------------
Gathering Hall
--------------
Follow the right wall of this room until you see the Blastcap pile on the
floor, then blast it and head through the door behind it.
------------------
Watery Hall Access
------------------
MISSILE: Take out the fake wall near the toxic water with a missile.
Deal with the Shriekbats, then head for the lower area near the toxic water.
Turn to the left and hit the wall with a missile to reveal an alcove with a
missile expansion. Head up the other ramp and blast the missile shield door
open.
-----------
Watery Hall
-----------
LOG: Meteor Strike
ITEM: Charge Beam
Jump up two platforms on the right side of the room, then stop and turn around.
Take a look to the right of the door you just came through and scan the runic
symbol on the wall, then turn around again and look down at the ground below
you. See the group of Blastcaps on the platform? Destroy them, then scan the
runic symbol that was under them. Head up to higher platforms now, working
your way over to the other end of the room. There're two platforms up here
with Reaper Vines - stop on the platform between those two and look at the wall
to the right with the metal thing on it. Look down to scan a third runic
symbol, then continue moving up the platforms until you're close to the metal
thing. Look to the right of the metal thing for the fourth runic symbol, then
scan the metal thing to remove it.
Jump down to the platform and grab the Charge Beam. Scan the weird blurry
section of wall for a Log entry, then use your Charge Beam to eliminate the
Eyons on the walls (or just dodge them if you'd prefer). Head all of the way
back to the door you used to enter this room.
-----------------------------------------------------------------------------
| |
| 1.05) Morph Ball Bomb |
| |
-----------------------------------------------------------------------------
------------------
Watery Hall Access
------------------
Run through this room to the door on the other side.
--------------
Gathering Hall
--------------
Stop by the save room to save your game if you'd like, then check near the door
to Gathering Hall Access to find some platforms. Take out the Blastcaps, then
move around the platforms along the outside of the room until you reach the
morph ball tunnel at the top of the room. Roll through it, then stand up as
soon as you're out of it. Deal with the Shriekbats, then take a running leap
over the gap to get to the door on the other side.
-----------
East Atrium
-----------
Nothing but some Shriekbats... head for the other side.
------------------
Energy Core Access
------------------
Use charged shots to destroy the Eyons as you make your way to the other side.
-----------
Energy Core
-----------
LOG: Locked Door
LOG: Stone Toad
Scan the door in the distance for a log entry, then take a left and head down
the path. Take out the Shriekbats, then head for the morph ball tunnel at the
end of the hallway. Before you get in it, look around for the giant toad thing
and scan it for a new Log entry.
----------------
Burn Dome Access
----------------
Not much going on here, but you'll note that the tunnels are in pieces that
will make it impossible for you to get back through them without a way to boost
yourself up in the air while in morph ball mode... hmmm, I wonder what item
we're about to find?
---------
Burn Dome
---------
LOG: Incinerator Drone
LOG: Barbed War Wasp
ITEM: Morph Ball Bomb
MISSILE: Use a bomb to destroy the small section of wall on the opposite side
of the room from the door to find an alcove with the expansion in it.
Scan the machine as soon as you can for a Log entry, then dodge the flames as
it spins around the room. When the thing comes out of the top, hammer the red
parts until the flames point up towards the hives on the ceiling. Barbed War
Wasps will come out of the hives, so make sure you scan one for a Log entry
before you slaughter them.
Repeat the process until the hive is destroyed. The Morph Ball Bomb item will
be yours for the taking once the machine is gone. Once you have the bombs,
look on the wall on the opposite side of the room from the door to find a small
weak spot. Blow it up with a bomb, then roll through it to find a missile
expansion. Exit the room through the door when you're done.
-----------------------------------------------------------------------------
| |
| 1.06) Varia Suit |
| |
-----------------------------------------------------------------------------
----------------
Burn Dome Access
----------------
Now that you have bombs, you can use them to boost yourself upwards. Simply
set one while in morph ball mode, then wait for it to blow up underneath you.
Use this method to reach the entrances to the pipes that lead out of this room.
-----------
Energy Core
-----------
LOG: Morph Ball Slot
Remember the toad thing I had you scan earlier? Get into morph ball and roll
near it, then drop a bomb when it sucks you in. Enter the chamber behind where
it used to be and scan the thing on the wall for the Morph Ball Slot log entry,
then enter morph ball mode and get in it. Drop a bomb while you're inside,
then roll through the nearby morph ball hole as soon as you're free from the
moprh ball slot.
When you hit the ground, stand up and jump to the next section of the room
where you can see another morph ball slot near the big blue machine. Drop a
bomb in the slot, then stand up when you're free. Run towards the nearby exit,
then sprint up the ramps until you're in the upper area by the entry door. The
platforms in this area will only be raised for a short time, so quickly jump
over then to the path below and to the left of the locked door. There's yet
another bomb slot at the end of this path - if you can get a bomb into it
before the timer runs out, the locked door in the main area will be unlocked.
Use the platforms by it to get up there.
-------------------
West Furnace Access
-------------------
If you aren't tired of pointless hallways yet... bleh, you will be. >_>
-------
Furnace
-------
ENERGY TANK: Roll through the tunnels until you reach the main empty area,
where you'll find the energy tank just sitting there for you.
Roll your way through the morph ball tunnels until you reach the furnace area,
then grab the energy tank and make your way back out of the room.
-------------------
West Furnace Access
-------------------
...yeah, just head out the other door.
-----------
Energy Core
-----------
Deal with the Shriekbats and head for the door on the other side of the room.
------------------
Energy Core Access
------------------
Either blast the Eyons or use your bombs to go through the morph ball tunnel
underneath them.
-----------
East Atrium
-----------
Shriekbats... just kill them and head through.
--------------
Gathering Hall
--------------
MISSILE: As soon as you come out of the door from East Atrium, use a double
bomb jump on one of the red lights to get to the platform above the
door. Use a bomb to break the wall and grab the expansion.
As soon as you come out of the door, jump onto one of the red light things
nearby. Enter morph ball mode, then do a double bomb jump to reach the
platform above the door. There's a missile expansion up here that you can grab
by using a bomb to destroy a section of the wall.
(To do a double bomb jump, lay one bomb, then time it so that you lay another
one right before the first one blows up. You'll then need to lay a third one
when Samus reaches the highest point from the first bomb's explosion. The
result should be that after falling from the first blast, the second bomb will
automatically boost Samus up to the third bomb, which will then boost her up
some more. Take some time to practice if necessary, you're going to need this
skill a few times in the game.)
Once you have the missiles, drop down and use the save room if you'd like, then
head through the door to Gathering Hall Access.
---------------------
Gathering Hall Access
---------------------
Just run through to the other side.
---------
Arboretum
---------
LOG: Venom Weed
Make your way to the other blue door on the opposite side of this room, then
turn around and face the tree. Look straight up above the War Wasp Hive that's
up there and scan the runic symbol, then look on the far right side of the tree
to find another runic symbol to scan. There's a third one on the right on a
platform with some crates and some red tentacle grass stuff. Head over there,
stun the grass, then scan the symbol.
Work your way up the tree now, then take a right when you reach the bridge.
Deal with the War Wasps, then roll into a ball and continue moving along the
outside of the room when you can. When you can stand up again, look around for
another runic symbol to scan. This will be your fourth one, so scan it to open
the metal thing that's blocking the upper exit of this room. Scan the red weed
stuff while you're at it to get a new Log entry, then stunn it and roll past
it. Look around for the higher ledges when you're past the weeds and jump up
to where the metal thing was. Use a bomb to destroy the weak plating on the
wall then roll through the tunnel. Blast the shield on the door with a missile
and head through it.
----------------
Sunchamber Lobby
----------------
Tons of venom weeds and tentacle things in here, but that's about it.
-----------------
Sunchamber Access
-----------------
More of the same here, just dodge the weeds and tentacles on your way to the
door on the other side.
----------
Sunchamber
----------
LOG: Flaahgra
LOG: Flaahgra Tentacle
ITEM: Varia Suit
Start off by scanning one of the tentacles low on the ground for a Log entry,
then scan the main body of the enemy for a second Log entry. Lock onto the
main body with your L button, then pound it with regular shots until it's
visibly stunned.
To damage this thing, you'll need to knock the lense things so that they're not
shining light on it. Head for whichever one's currently active, then shoot the
colored spot on the under side of it repeatedly to lock it back into its up
position. This will further stun the enemy, and you'll have to find the tunnel
where the tentacle used to be so you can roll up and drop a bomb in the slot
right underneath Flaahgra.
You'll have to repeat this process several times, and each time, the number of
active lenses will increase by one. You'll have to lock them all into their
up positions before you get a chance to drop another bomb. As long as you
remember to continuously stun Flaahgra with regular shots, this isn't that hard
to do.
Grab the Varia Suit upgrade when the fight's over, then exit this room through
the door right next to where the Varia Suit was sitting.
-----------------------------------------------------------------------------
| |
| 1.07) Boost Ball |
| |
-----------------------------------------------------------------------------
----------------
Sun Tower Access
----------------
LOG: Ultra Energy
LOG: Pulse Bombu
Take a dive in the water and work your way through it until you come out on the
other side, then head right down the hallway. Destroy the crates, then scan
one of the big energy balls that come out of them for a Log entry. Head
farther down the hallway and scan the floating energy ball for another Log
entry, then run past it and go out the next door.
---------
Sun Tower
---------
LOG: Oculus
LOG: Contain
Jump straight out towards the opposite wall of the giant hole in front of you,
and you should land on a ledge. Turn around and scan an Oculus for a Log
entry, then drop all the way down to the floor (you can also scan an Oculus
from down here if you look back up the tower). Take out the wasps and the
hives, then scan the Log entry on the wall. Don't worry about the runic
symbols and stuff, they can't help you right now.
----------------------------------
Transport to Magmoor Caverns North
----------------------------------
Scan the terminal to activate the elevator, but instead of using it, I suggest
you take a detour for some items first. Take a left and head out the door.
------------
Vault Access
------------
Take a right and use the moving platform thing to boost you up to the pipe
while in morph ball mode, then continue moving through this area until you
reach the next blue door.
-----
Vault
-----
LOG: Beginnings
MISSILE: Use your bombs to activate the three bomb slot things on the metal
grate to raise it, then grab the expansion.
Take a right and scan the Chozo Log entry on the wall, then continue on towards
the other door. See the three blue circle things on the metal grate? Use
bombs to break the casing off of the lowest one, then drop a bomb in it.
Repeat the process for the second slot, and then use a double bomb jump to
reach the third. The grate will retract, allowing you to take the missile
expansion from the center of the room. Exit out the door opposite of the one
you used to enter this room.
------------
Plaza Access
------------
Take out the beetles and head out the other door.
----------
Main Plaza
----------
ENERGY TANK: Yours for the taking.
Grab the energy tank, then continue moving forward and go through the blue
door straight in front of you.
--------------
Nursery Access
--------------
Dodge or kill the Scarabs on your way through.
-----------
Eyon Tunnel
-----------
Dodge or destroy the Eyons on the wall and make your way to the other side.
--------------
Ruined Nursery
--------------
MISSILE: Start by entering the morph ball area on the wall near the door to
Eyon Tunnel and destroying the weak block there. Get out and get to
the upper area by the door to North Atrium next, and get into the
other part of the morph ball area to the right of the door. Follow
it to the missile expansion, using bombs when necessary.
Take out the two War Wasp Hives high up in the room before you do anything
else, then take care of the beetles. Take a look at the wall to the left of
the door you just came out of and enter the morph ball area there. Destroy the
weak block, then get out and head up to the upper area. To the right of the
door to the North Atrium, there's another entrance to the morph ball area.
When you're inside, use bombs to move your way towards the missile expansion.
Grab it, then get out and stop by the save room if you'd like. Otherwise, just
head through the other upper door to get to the North Atrium.
------------
North Atrium
------------
Take out the Scarabs and head out the next door.
--------------
Ruined Gallery
--------------
MISSILE: Enter the morph ball tunnel in the lower area, and it's yours.
Take out the Shriekbats, then drop down to the lower level and take a look to
the right. Get in the morph ball tunnel there and roll through it to grab a
missile expansion, then get out of the tunnel and go out the other upper door
in this area.
------------
Totem Access
------------
Fight your way through to the other side.
----------
Hive Totem
----------
Nothing of interest here, just head out the other door.
----------------------
Transport Access North
----------------------
Enter the morph ball tunnel and roll your way through to the piston things.
Use them to reach the upper area, then continue rolling until you reach the
next door.
----------------------------------
Transport to Magmoor Caverns North
----------------------------------
If you didn't activate the elevator earlier, do so now, and ride it down.
=== Magmoor Caverns ===
------------------------------
Transport to Chozo Ruins North
------------------------------
Nothing going on here, just head out the door.
-------------
Burning Trail
-------------
Drop down to the lower area, then fight off the Shriekbats in the hallway.
Stop at the blast shield door to the left and hit it with a missile, then go
through it.
----------------------
Save Station Magmoor A
----------------------
Save your game if you'd like, then return to the previous room.
-------------
Burning Trail
-------------
LOG: Grizby
Take a left and move down the next section of hallway, slaughtering the
Shriekbats that come down from the ceiling. Scan the small enemy on the
platform in the middle of the lava for a Log entry, then head out the door on
the other side.
-----------
Lake Tunnel
-----------
LOG: Burrower
Take care of the Grizbies on the platforms (using missiles), then jump over
them when the flames aren't active. Scan the enemy in the ground on the other
side for a Log entry, then head out the nearby door.
---------
Lava Lake
---------
LOG: Magmoor
LOG: Puffer
After your official welcome to the Magmoor Caverns, scan the giant fire enemy
in the lake for a Log entry, then hit it in the head until it's dead. Scan one
of the floating enemies for another Log entry, then move across the platforms
as you slaughter the Puffers.
When you reach the other side of the room, destroy the crates and use a bomb on
the weak section of wall behind them. You'll come out in another section of
the lake, so take out the Puffers and work your way around the platforms until
you find the next door.
----------
Pit Tunnel
----------
LOG: Triclops
Scan one of the enemies under the metal floor grating for a Log entry, then
enter morph ball mode and enter the gap in the floor. If one of the Triclops
enemies grabs you, it'll carry you back to the gap and spit you out, so make
sure you drop bombs in front of them to take care of them. Your eventual goal
is to roll your way over to the gap in the floor on the other side of the room,
so you can get out and head through the next door.
------------
Triclops Pit
------------
Take a jump off of the cliff when you're in the main part of the room, then
turn around and enter the alcove there. There's a morph ball tunnel entrance
here that will let you get under the floor grating, so roll in there. Move
to the right, dodging the Triclops enemies along the way, until you find the
entrance to the next morph ball tunnel. Go through it, then go through the
blue door on the other side.
--------------
Storage Cavern
--------------
MISSILE: Just sitting there for you to take it.
Grab the missile expansion from the back of the room, then head back into the
Triclops Pit.
------------
Triclops Pit
------------
Roll your way through the morph ball tunnel and the floor grating until you're
back in the alcove you started this trip in, then get out of the alcove and
climb your way back to the main area. Use the platforms here to jump all the
way up to the upper door in this area and go through it.
--------------
Monitor Tunnel
--------------
Dodge or destroy the Puffers on your way over the piston things until you make
it to the door on the other side.
---------------
Monitor Station
---------------
Take out the turrets on the central platform thing, then take a left and work
your way over the platforms until you reach the bridge leading to the middle of
the room. Continue moving towards the back left of this area, and you'll see a
series of ledges that you can use to jump up the outside of the room to get to
the upper part of the Monitor Station. Use the next bridge up here to go out
the blue door.
------------------
Transport Tunnel A
------------------
ENERGY TANK: You'll have to use a series of double bomb jumps to move your way
to the upper-left part of this tunnel.
These gray metal things can take two bomb hits before they break. The first
one you come to has a path above it, which you can use to move towards the
upper-left part of the room. You'll have to use a series of double bomb jumps
here to grab an energy tank on the other side, and if you fail, you'll have to
start over.
Leave the room through the door on the other side when you're ready.
-----------------------------------
Transport to Phendrana Drifts North
-----------------------------------
Scan the terminal to activate the elevator, then step on the hologram to ride
it up.
=== Phendrana Drifts ===
---------------------------------
Transport to Magmoor Caverns West
---------------------------------
Nothing to do here, just head out the door.
------------------
Shoreline Entrance
------------------
Smash the ice that's blocking your path with charge shots as you make your way
to the other door.
--------------------
Phendrana Shorelines
--------------------
LOG: Flickerbat
LOG: Crystallite
Head to the right and use a missile on the grating near the water, then scan
the enemy in the alcove down here for a Log entry. Scan the panel at the back
of the alcove to unlock the door above it, then head back out to the main area.
Scan one of the flying enemies for another Log entry, then head for the lowest
blue door on the side of the room opposite from the side you just entered it
from.
--------------
Save Station B
--------------
Save your game if you'd like, then head back into the previous room.
--------------------
Phendrana Shorelines
--------------------
Take a left when you're back in the main area and jump up to the ledges along
the outside of the room. Your eventual goal is the blue door high on the side
of the room above the long, thin alcove where you scanned the locking mechanism
earlier.
----------------
Ice Ruins Access
----------------
LOG: Scatter Bombu
Shatter the ice, then scan the enemy for a new Log entry. Enter morph ball
mode and carefully roll past the Scatter Bombus until you reach the door on the
other side of the path.
--------------
Ice Ruins East
--------------
LOG: Baby Sheegoth
Scan one of the big enemies for a Log entry, then fight them by maneuvering
behind them and shattering their shells with charged shots. With their shells
gone, you can kill them by hitting them in the back.
Head for the back of the room and jump up to the ledges, then work your way to
the left as you move around the outside of the room. The ledges will lead you
to a blue door up here eventually.
-------------
Plaza Walkway
-------------
LOG: Ice Burrower
Scan one of the enemies in the ground for a new Log entry, then fight your way
to the blue door on the other side of the room.
--------------------
Phendrana Shorelines
--------------------
Take a left and head up the ramp to the next blue door.
--------------
Ruins Entryway
--------------
Dodge the Pulse Bombus on your way through here.
--------------
Ice Ruins West
--------------
LOG: Cipher
LOG: Stalactite
Take care of the Sheegoths, then enter the little room area to the right. Use
a double bomb jump to get up to the ledge by the Chozo Log entry (which you
should scan), then carefully jump from this ledge to the tiny broken pillar in
the middle of the room. You can use it to reach the next ledge, where you'll
need to do another double bomb jump to reach yet another higher ledge.
Up here, you'll see a hole in the wall with a big stalactite hanging down from
the ceiling outside. Scan it for a Log entry, then hit it with a missile to
send it down to the ground below. This will give you a platform that you'll
need to use later, but for now, head for the missile door in the back of the
room.
---------------
Canyon Entryway
---------------
Dodge the Scatter Bombus on your way through to the other door.
----------------
Phendrana Canyon
----------------
LOG: The Turned
ITEM: Boost Ball
Drop down to the bridge and turn around to find a Log entry, then drop all the
way down to the lower area. Deal with the Sheegoth, then head up the ramp on
the right. Scan the terminal thing here to realign the floating platforms,
then jump across them to reach the Boost Ball item.
Drop down to the smooth icy area below. This is a halfpipe, which you'll find
all over the place on this planet. You can use the Boost Ball with a halfpipe
to boost your way up to higher locations. Charge the Boost Ball with your B
button while in morph ball, then move towards one wall of the halfpipe and let
go of the B button. Immediately start charging another boost, then use it on
your way back down as you approach the other side of the halfpipe. Using this
method, you can continue boosting yourself higher and higher until you reach
whatever it is you're trying to reach, which is a series of upper ledges right
now. Once you're up there, walk your way back to the blue door and leave.
-----------------------------------------------------------------------------
| |
| 1.08) Space Jump Boost |
| |
-----------------------------------------------------------------------------
---------------
Canyon Entryway
---------------
Dodge the Scatter Bombus again and head out the other side.
--------------
Ice Ruins West
--------------
Dash your way to the blue door on the other side of the room.
--------------
Ruins Entryway
--------------
You still can't hurt these, so just dodge them on your way through.
--------------------
Phendrana Shorelines
--------------------
Watch the flashy cutscene, then drop all the way down to the lower area and run
straight forward to the blue door at the far side of room.
------------------
Shoreline Entrance
------------------
Nothing of any interest here, just go through the other door.
---------------------------------
Transport to Magmoor Caverns West
---------------------------------
Step on the transport to get back to Magmoor Caverns.
=== Magmoor Caverns ===
-----------------------------------
Transport to Phendrana Drifts North
-----------------------------------
Just leave through the blue door.
------------------
Transport Tunnel A
------------------
Use your bombs to get through the tunnels to the blue door on the other side.
---------------
Monitor Station
---------------
Take out the Puffers if they're in your way, then head straight forward to the
inside of the station. Take a right and get on the bridge, then jump off the
end of it to the left. Go through the blue door that you land near.
------------
Shore Tunnel
------------
Nothing going on here for now, just head to the other side.
------------
Fiery Shores
------------
MISSILE: If you enter the morph ball tunnel near the platform in the middle of
the lava and move through it, you'll fall out right next to a narrow
path up against a wall. Roll along it, then use your bombs to boost
your way up to the scaffolding, where you'll find the expansion.
See the Triclops on the platform to the left? Get over there, then enter the
morph ball tunnel nearby. Follow it, and you'll eventually drop down onto the
ground on the other side of the room. There's a path nearby, so roll along it
until you can bomb jump your way up to the scaffolding in the air. Grab the
missile expansion up here, then carefully get back down to the main area and
head past the flames to the other door.
------------------
Transport Tunnel B
------------------
Take care of the Magmoor, then use the morph ball path to get to the other side
of the room.
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Scan the terminal, then step into the hologram to get back to the Tallon
Overworld. Don't worry about the other blue door down here, it won't be useful
to you right now.
=== Tallon Overworld ===
---------------------------------
Transport to Magmoor Caverns East
---------------------------------
Nothing of interest in here, just go through the door.
------------------
Transport Tunnel B
------------------
MISSILE: It's just waiting for you under the bridge thing in the middle of the
room, just drop down there and grab it.
Take out the Zoomers on the floor, then drop down to the floor when you reach
the bridge-like thing. There's a missile expansion hiding underneath it, so
grab it before you continue to the other blue door.
---------
Root Cave
---------
LOG: Bloodflower
Take care of the Beetles that come out of the ground, then work your way up
the path and platforms around the outside of the room until you reach the
missile door high up in the room. Look around above it to grab the Bloodflower
Log entry (or just get it in the next room), then head through the door.
-----------
Root Tunnel
-----------
Take out the Bloodflower to the right, then head over to the other door.
-------------
Tallon Canyon
-------------
Drop down to the main part of the room and look for the giant halfpipe where
the Beetles come out of the ground. Use this halfpipe to boost yourself really
high up in the air, where you'll find a new ledge. Follow the path up there
until you see the weak spots on the wall, then use bombs to force your way
through them and head out the door on the other side.
-----
Gully
-----
Not really anything of interest in here, just dodge the enemies and go out the
other door.
------------
Landing Site
------------
Take a left and carefully jump your way over the gaps in the path until you
reach the blue door. Make sure you don't accidentally fall, it takes quite a
bit of time to get back up here.
------
Alcove
------
ITEM: Space Jump Boots
Grab the Space Jump Boots from the middle of the room, then go back out the
door.
-----------------------------------------------------------------------------
| |
| 1.09) Wave Beam |
| |
-----------------------------------------------------------------------------
------------
Landing Site
------------
MISSILE: Check behind your ship for a small morph ball path.
Save at your ship if you'd like, then look behind your ship for a small morph
ball path with a missile expansion in it. Head out the door to Canyon Cavern
once you've got it - you have to head all the way back to Phendrana Drifts.
-------------
Canyon Cavern
-------------
Dash past the Beetles here and head out the other door.
-------------
Tallon Canyon
-------------
Head up the platforms in the middle of the room to get to the blue door at the
top near the waterfall.
-----------
Root Tunnel
-----------
Take out the flower thing before it fires at you, then head for the other door.
---------
Root Cave
---------
Drop all the way down to the floor and head through the blue door.
------------------
Transport Tunnel B
------------------
Dodge the enemies on the floor as you make your way to the other side.
---------------------------------
Transport to Magmoor Caverns East
---------------------------------
Step into the hologram and ride the elevator down.
=== Magmoor Caverns ===
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Take a right turn and head through the blue door.
------------------
Transport Tunnel B
------------------
Enter morph ball mode and roll up the ramp to the right, then quickly boost
your way over the rails past the Magmoor before it can fry you.
------------
Fiery Shores
------------
Dodge the flames on your way to the main part of the room. If you really care
enough to avoid a few points of damage from the lava, you can use the path to
the left to reach the upper platforms on the ceiling to roll down to a small
patch of ground so you can jump to the next platform, but it's really not worth
the time. Just jump into the lava and quickly jump out to get to the next
platform, then gather some energy from the crates and exit through the door.
------------
Shore Tunnel
------------
Nothing of interest here, just run to the other side.
---------------
Monitor Station
---------------
Deal with the turrets, then make your way up the platforms along the outside of
the room to reach the bridge leading to the blue door.
------------------
Transport Tunnel A
------------------
Enter morph ball mode and work your way through the tunnel using your bombs.
-----------------------------------
Transport to Phendrana Drifts North
-----------------------------------
Step on the hologram and ride the elevator up.
=== Phendrana Drifts ===
---------------------------------
Transport to Magmoor Caverns West
---------------------------------
Just leave, nothing to do here.
------------------
Shoreline Entrance
------------------
Same thing here, just head for the other side.
--------------------
Phendrana Shorelines
--------------------
Head for the back left corner of the room and use the platforms along the
outside until you reach the highest one, then turn around and find the floating
platform nearby. Use your new Space Jump ability to get to it, then Space Jump
down to the next floating platform. From that one, you can jump to the ground
in front of the large building. Head through the blue door on it.
---------------
Temple Entryway
---------------
Dodge the Bombus on your way through to the other door.
----------------
Chozo Ice Temple
----------------
LOG: Ice Parasite
Deal with the Sheegoth, then scan one of the Ice Parasites for a new Log entry.
Climb up the platforms around the outside of the room until you reach the upper
area, then hit the second Chozo bust on the right with a missile to reveal a
bomb slot. Drop a bomb in it to raise the gate, then head through the door.
-------------
Chapel Tunnel
-------------
Enter the morph ball tunnel and use some bombs on the destructible block you
come to shortly after you enter the area to get to the lower part of the room.
Destroy the two weak sections of the pillar, then head back up to the upper
area and move to the left. Destroy the next block in the floor so you can get
to the weak sections of the second pillar, then head back to the upper area and
exit the room to the left.
--------------------
Chapel of the Elders
--------------------
LOG: Sheegoth
ITEM: Wave Beam
Approach the Wave Beam item to start a fight with some Baby Sheegoths. Kill
them, then scan the large one that appears for a Log entry. There're many ways
to fight the big Sheegoth, perhaps the easiest method being to simply enter
morph ball mode and drop bombs underneath it a few times until it dies. You
can also hit it in the mouth by getting close enough to make it use its ice
breath, which will leave the mouth vulnerable for a while.
Take the Wave Beam item once the fight is finished, then activate it by pushing
right on the C Stick so you can get out of the purple door in this room.
-----------------------------------------------------------------------------
| |
| 1.10) Super Missile |
| |
-----------------------------------------------------------------------------
-------------
Chapel Tunnel
-------------
Use a bomb to get to the upper part of the tunnel, then just move your way over
to the door on the other side.
----------------
Chozo Ice Temple
----------------
Your Wave Beam can kill Bombus, so use it to fight your way to the main part of
the room. Fall down to the floor, then head out the door.
---------------
Temple Entryway
---------------
Again, use your Wave Beam to deal with the Bombus on your way through here.
--------------------
Phendrana Shorelines
--------------------
Stop by the nearby save station if you'd like, but your next objective is to
head up the platforms along the outside of the room just like you did before.
This time, when you jump to the first floating one, turn around and jump up to
the high ledge with the blue door and go through it.
--------------
Ruins Entryway
--------------
Deal with the Bombus on your way to the other door.
--------------
Ice Ruins West
--------------
LOG: Ice Shriekbat
Deal with the Sheegoths, then head for the fallen spike I had you knock off of
the ceiling earlier (or if you haven't done it yet, climb up the inside of the
small structure nearby and use a missile on the spike to knock it down). Jump
on the top of the spike, then look for the nearby alcove and take out the two
enemies there. Jump up there, then scan the Ice Shriekbats for a Log entry
before they swoop down at you. Head for the purple Wave Beam door when you're
ready.
------------------
Courtyard Entryway
------------------
Take care of the enemies in here and make your way to the other door.
----------------
Ruined Courtyard
----------------
LOG: Spinner
ENERGY TANK: Activate both spinners in the lower part of the room, then use
the bomb slot to fill the room with water. Head to the tunnel in
the wall on the opposite side of the room via the floating
platforms, then enter it and grab the energy tank.
Scan one of the Spinner devices for a new Log entry, then activate both of them
to release the cover plates from the Chozo statues high in the room. Use the
platforms to reach the bomb slot, then activate it to fill the room with water.
Quickly move across the platforms (that are now floating) to the morph ball
tunnel on the opposite wall, then grab the energy tank in there and exit the
small area through the hole in the corner.
You'll have to repeat the process to fill the room with water again, only this
time, use the floating platforms to reach the platforms on the pillar in the
middle of the room, where you'll be able to continue jumping to other platforms
until you're on the very top of the pillar. From up there, use a missile on
the far door and head over there.
--------------
Save Station A
--------------
Save your game if you'd like, then return to the previous room.
----------------
Ruined Courtyard
----------------
Jump back to the top of the central pillar, then turn right and go through the
purple Wave Beam door.
----------------
Specimen Storage
----------------
LOG: Shadow Pirate
Take out the turret, then be ready to scan the pirate when it attacks you for a
new Log entry. Head out the door at the other end of the hallway when you're
done.
-----------------
Research Entrance
-----------------
LOG: Space Pirate
Scan one of the pirates for a Log entry, then slaughter them with missiles and
charged shots. Head through the blue door in the lower part of the room once
you've taken care of the pirates.
-----------
Map Station
-----------
Step on the hologram to download the map, then return to the previous room.
-----------------
Research Entrance
-----------------
Head up the ramp on the other side of the room and deal with the turret on the
ceiling if it's still there, then head out the Wave Beam door on the upper
level.
------------------
Hydra Lab Entryway
------------------
Fry or roll past the Bombus to get to the other door.
------------------
Research Lab Hydra
------------------
LOG: Phazon Analysis
LOG: Security Breaches
LOG: Mining Status
LOG: Glacial Wastes
LOG: Parasite Larva
Scan the terminal to drop the force fields, then be ready to fight off some
pirates. Make sure you scan the cluster of terminals on the right side of the
room for three Space Pirate Log entries, then use the elevator in the other
corner of the room to reach the upper part of the room.
More pirates will be in your way here as well as some turrets, so be ready to
handle them. Keep your eyes peeled for red scan indicators as well - there're
two more Space Pirate Log entries up here. Head through the Wave Beam door in
the ceiling when you're ready.
------------------
Observatory Access
------------------
Take out the turrets up here on your way through the hallway.
-----------
Observatory
-----------
LOG: Phazon Program
LOG: Contact
LOG: Tallon IV
LOG: Zebes
ITEM: Super Missile
Deal with the pirates, then scan the terminals near the bottom of the room for
two more Space Pirate Log entries. Scan the other terminal there as well, and
a bomb slot will activate on one of the walls nearby. Use it, then use the
second one that appears on another wall. Activate the spinners at the very
bottom of the room, and the observatory will become fully functional.
Scan the various pieces of the projection to get two more Log entries, then
make your way to the top of the projector via the platforms along the outside
of the observatory (some of them will require some very close jumps, so make
sure you don't fail to attempt a jump just because it looks like it's too far
away). Grab the Super Missile item from the top of the projector, then go
through the missile door nearby.
-----------------------------------------------------------------------------
| |
| 1.11) Thermal Visor |
| |
-----------------------------------------------------------------------------
--------------
Save Station D
--------------
Save your game if you'd like, then return to the previous room.
-----------
Observatory
-----------
Jump over to the Wave Beam door on the other side of the room.
-------------------
West Tower Entrance
-------------------
Toast the Bombus and the Crystallites in here and make your way through the
missile door on the other side.
----------
West Tower
----------
Scan the terminal to activate the elevator, then step on the hologram to ride
it up and exit the room.
-------------
Control Tower
-------------
LOG: Flying Pirate
Deal with the pirates on the ground, then scan one of the Flying Pirates for a
new Log entry. Use your new Super Missiles to deal with them quickly, then
head out the other tower.
----------
East Tower
----------
Scan the terminal right inside the doorway to activate the elevator, then step
on the hologram to ride it down and exit the room.
-------------------
Aether Lab Entryway
-------------------
Destroy or roll past the Bombus on your way through to the other side.
-------------------
Research Lab Aether
-------------------
LOG: Metroid Studies
LOG: Meta Ridley
LOG: Metroid
LOG: Phazon Infusion
LOG: Metroid Morphology
LOG: Metroid Forces
MISSILE: Find the small platform on the wall on one of the ramp corners, jump
up to it, and roll over the narrow path to reach the expansion.
ENERGY TANK: Shatter one of the containment units in the main part of the room
and grab it from inside.
Scan the walls for two Space Pirate Log entries, then scan the Metroid in the
containment unit for another Log entry. It'll break free, so be ready to nail
it with charged shots until it explodes. Deal with the pirate that attacks,
then jump through the hole that forms in the glass to reach the platform on the
other side.
Scan the terminals here to find one that has a new Log entry on it, then
continue down the ramp. On the final stretch before the elevator, look for a
small platform up on the wall. Jump up to it, then roll along the narrow path
there to reach a missile expansion.
Drop down to the lowest level now, look around for the containment unit with
the energy tank in it, shatter it, and grab the tank. Scan the terminals
nearby to get two more Log entries, then head out the purple door in the floor.
--------------------
Research Core Access
--------------------
LOG: Ice Beetle
Scan one of the new enemies for a Log entry, then head out the next door.
-------------
Research Core
-------------
ITEM: Thermal Visor
Take care of the pirates, then scan the terminal up here to deactivate the
first of three force fields protecting the Thermal Visor. Head down to the
middle level and find another terminal to deactivate the second force field,
then drop down to the bottom and deal with the turrets before scanning the
third force field terminal. Grab the Thermal Visor item once all of the force
fields are down.
Activate the Thermal Visor by pressing down on your control pad. Deal with the
Shadow Pirates, then head back up to the upper part of the room. Metroids will
escape from their containment units on the way up, so be ready to deal with
them. When you reach the door at the top, use your Thermal Visor to find the
glowing spot to the right of the door and hit it with a Wave Beam shot to
activate it.
-----------------------------------------------------------------------------
| |
| 1.12) Spider Ball |
| |
-----------------------------------------------------------------------------
--------------------
Research Core Access
--------------------
LOG: Sentry Drone
Scan one of the flying drones for a Log entry, then destroy them both to unlock
the doors. Head up the door in the ceiling to continue.
-------------------
Research Lab Aether
-------------------
Fend off the pirates with your Thermal Visor, then use the elevator to get up
to the catwalk. Head up it until you reach the main platform, then make a leap
through the shattered window to reach the containment room with the door.
-------------------
Aether Lab Entryway
-------------------
Deal with or roll under the Bombus on your way to the other side.
----------
East Tower
----------
Ride the elevator up and exit through the door at the top.
-------------
Control Tower
-------------
Either fight or ignore the pirates on your way to the other side of the tower.
----------
West Tower
----------
Take the elevator down and leave through the door down there.
-------------------
West Tower Entrance
-------------------
Nothing of interest here, just run to the other side.
-----------
Observatory
-----------
Stop by the nearby save station if you'd like, then drop down and head out the
lower door.
------------------
Observatory Access
------------------
Fry the two drones, then head out the door in the floor.
------------------
Research Lab Hydra
------------------
MISSILE: Use a super missile to smash a solid specimen containment unit on the
upper area.
Deal with the turret (and the first pirate if it attacks), then use a super
missile on the nearby specimen containment unit next to the one with the
Metroid in it to find a missile expansion. Drop down to the lowest part of the
room and exit through the Wave Beam door.
------------------
Hydra Lab Entryway
------------------
Destroy or roll past the Bombus on the way to the other side.
-----------------
Research Entrance
-----------------
Lots of pirates and a turret here, so either fight them or just run straight
for the other side of the room and leave.
----------------
Specimen Storage
----------------
Nothing here, just head out the other side.
----------------
Ruined Courtyard
----------------
Stop by the save station if you'd like, then focus on the door across from the
save station. Destroy the statue above it with a super missile, then look at
it with your Thermal Visor to see a Wave Beam target behind it. Hit the target
with a Wave Beam shot, then head through the door.
-----------------
Quarantine Access
-----------------
Nothing but some Bombus and a few crates in here, so just head out the door on
other side of the room.
-----------------------
North Quarantine Tunnel
-----------------------
Just roll through here, and try to dodge the Bombu blasts if possible.
---------------
Quarantine Cave
---------------
LOG: Thardus
LOG: Spider Ball Track
ITEM: Spider Ball
Begin by using your Thermal Visor to find the weak spot, then nail it with a
super missile at close range. The protective casing will break off, but the
resulting brightness will render your Thermal Visor useless. Switch it off and
target the exposed area normally until it explodes. If Thardus turns into a
ball and starts rolling around, enter morph ball mode and boost out of the way.
Each time you destroy one of the blue weakened areas, you'll have to find the
next weak spot with your Thermal Visor and destroy the casing around it before
you can destroy it. Repeat the process as many times as it takes you, then
grab the Spider Ball item that Thardus leaves behind. Scan one of the magnetic
rails in the room for a Log entry, then find the one closest to the second Wave
Beam door and bomb jump your way to it. Grab ahold of it with your R button,
then move to the top and drop a bomb. It'll boost you to the track on the
ceiling, and you'll be able to roll to a ledge right in front of the door.
-----------------------------------------------------------------------------
| |
| 1.13) Ice Beam |
| |
-----------------------------------------------------------------------------
-----------------------
South Quarantine Tunnel
-----------------------
Nothing to do here but roll past the Bombus.
----------------------------------
Transport to Magmoor Caverns South
----------------------------------
Scan the terminal to activate the elevator, then step on the hologram to ride
it down.
=== Magmoor Caverns ===
-----------------------------------
Transport to Phendrana Drifts South
-----------------------------------
Head through the missile door behind the elevator.
----------------------
Save Station Magmoor B
----------------------
Save your game if you'd like, then return to the previous room.
-----------------------------------
Transport to Phendrana Drifts South
-----------------------------------
Head out the Wave Beam door in front of the elevator.
------------------
Transport Tunnel C
------------------
Dodge the flames on your way to the other side of the tunnel.
-------------------
Magmoor Workstation
-------------------
ENERGY TANK: Activate the three Wave Beam targets along the outer walls using
your Thermal Visor, then get under the grated floor area and head
for the light colored gate. Scan the thing on the wall back
there, then quickly roll out to the green gate. Scan the thing
on the wall here as well, then quickly roll out and head through
the purple gate to find the energy tank.
Deal with the Flying Pirates, then drop to the floor and activate your Thermal
Visor. Find the three Wave Beam targets along the outer walls to activate the
first gate, then get inside the floor via the small entrance. Enter the light
colored gate where the lava is cooled and scan the wall in the back, then
quickly roll back out to the main floor area and go across to the green gate.
Scan the thing on the wall back there as well, then quickly get back to the
main part of the area and roll to the purple gate to find an energy tank.
Exit this room through the blue door closest to the purple gate when you've got
the energy tank.
-----------------
South Core Tunnel
-----------------
LOG: Puddle Spore
Scan the large enemy for a Log entry, then shoot it when it's open and use it
as a platform to reach the other side.
---------------
Geothermal Core
---------------
This room won't be much use to you until you have your grappling beam, so just
use the Puddle Spores to reach the other side for now.
-----------------
North Core Tunnel
-----------------
Take care of the Magmoor, then hit the rock formation on the ceiling with a
missile to make it fall. Use it as a platform to reach the other side without
burning yourself.
----------
Twin Fires
----------
Nothing of too much interest in here, just pound your way through the enemies.
Use missiles on the rock formations on the ceiling to create platforms to use,
then dodge the flames on your way through the middle of the room. Another set
of them will be waiting for you in front of the other door.
-----------------
Twin Fires Tunnel
-----------------
Enter morph ball mode and use your Spider Ball ability to grab the nearby
track, then roll your way over to the other side of the room.
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Step on the hologram and ride the elevator up.
=== Tallon Overworld ===
---------------------------------
Transport to Magmoor Caverns East
---------------------------------
Just leave, there's nothing to do here.
------------------
Transport Tunnel B
------------------
Dodge or kill the enemies on the ground as you run to the other side.
---------
Root Cave
---------
Take out the Beetles, then work your way up the room via the ledges around the
outside and the tree thing in the center. Head out the blue door in the middle
of the area.
-----------
Root Tunnel
-----------
Dash through here to the door on the other side.
-------------
Tallon Canyon
-------------
Drop all the way to the floor and head to the left to go through the blue door.
------------------
Transport Tunnel A
------------------
Dodge or kill the enemies in here as you move towards the other door.
-----------------------------
Transport to Chozo Ruins West
-----------------------------
Step on the hologram to ride the elevator up.
=== Chozo Ruins ===
-----------------------------------
Transport to Tallon Overworld North
-----------------------------------
Just leave through the door right in front of you.
--------------
Ruins Entrance
--------------
Deal with the Beetles and head out the next door.
----------
Main Plaza
----------
MISSILE: Use the halfpipe in the middle of the room to boost your way to it.
MISSILE: Hit the weak spot on the large tree with a super missile to break a
hole in it, then jump in the hole from the platform on the upper
level by the bridge.
Head for the halfpipe in the middle of the room and use your Boost Ball to grab
the missile expansion there, then head up to the bridge and look at the giant
tree. See the weak spot on it? Hit it with a super missile to form a small
hole, then use jump into it from either the ledge nearby or from the bridge
itself to grab a second missile expansion.
----------------------
Ruined Fountain Access
----------------------
Enter morph ball mode and boost your way through here, dodging the enemies if
possible.
---------------
Ruined Fountain
---------------
MISSILE: Get in the fountain in morph ball mode, then use the Spider Ball
track on the ceiling to reach the expansion.
Jump over to the fountain and get inside it in morph ball mode, then hold your
R button until the water forces you up to the ceiling. Use the Spider Ball
track to move to the other side of the room and grab the missile expansion,
then go through the door closest to the missile expansion.
----------------
Arboretum Access
----------------
Take care of the Shriekbats on your way to the other side.
---------
Arboretum
---------
Head for the door on the other side of the room.
---------------------
Gathering Hall Access
---------------------
Nothing of interest here, just dash through.
--------------
Gathering Hall
--------------
Stop by the save station if you'd like, then head through the other lower door
in this room.
------------------
Watery Hall Access
------------------
Watch out for the Shriekbats and make your way to the other door.
-----------
Watery Hall
-----------
Head up the platforms and work your way to the opposite side of the room where
you got the Charge Beam item earlier. Find the weak spot on the wall that's
covering a morph ball tunnel and blow it up with a bomb, then roll through the
tunnel and head through the missile door on the other side.
-------------
Dynamo Access
-------------
Nothing of interest here, just run to the other side and go through the missile
door.
------
Dynamo
------
MISSILE: Use a missile on the metal grate on the wall and grab the expansion.
MISSILE: Use the Spider Ball track to get to the upper part of the room.
Turn to the right and hit the metal grate with a missile, then jump into the
alcove to grab the missile expansion in it. Head for the Spider Ball track
next and use it to reach the upper part of the room, where you'll find a second
missile expansion. Fall back to the floor and leave once you've got it.
-------------
Dynamo Access
-------------
Nothing here, just head out the other door.
-----------
Watery Hall
-----------
Work your way through the morph ball tunnel and head for the door on the other
side of the room.
------------------
Watery Hall Access
------------------
Take out the Shriekbats, then head for the other door.
--------------
Gathering Hall
--------------
Head up the platforms around the outside of the room, roll through the morph
ball tunnel, and jump over to the upper door. If you didn't get the missile
expansion above this door earlier in the game, grab it now.
-----------
East Atrium
-----------
More Shriekbats here, so take them out on your way to the other door.
------------------
Energy Core Access
------------------
Either roll under the Eyons or take care of them on your way to the other side.
-----------
Energy Core
-----------
Take out the Shriekbats on the ceiling, then jump over the platforms to the
blue door.
-------------------
West Furnace Access
-------------------
Nothing of interest here, just run to the other door.
-------
Furnace
-------
LOG: Plated Parasite
LOG: Cradle
Use the Spider Ball track to get to the upper part of the morph ball area. The
blocks will disappear shortly after you touch them, so boost across to the
right as fast as you can, then immediately drop a bomb to get off of the
blocks. Drop to the right and continue moving quickly to get out.
Take care of the Beetles, then look towards the ceiling to scan one of the
Plated Parasites for a Log entry. Move towards the left side of the room and
scan the text on the wall for another Log entry, then enter the morph ball
tunnel under it.
--------------------
Crossway Access West
--------------------
Nothing of interest here, just use morph ball mode to get under the obstruction
in the middle of the room and head out the Wave Beam door.
--------
Crossway
--------
LOG: Infestation
LOG: Hatchling's Shell
LOG: Worm
MISSILE: Smash the weak statue thing near the lore entries, then scan the
panel behind it. Use the halfpipe to get up to the Spider Ball track
that's activated, drop a bomb in the bomb slot, and repeat the
process on the Spider Ball track and bomb slot on the other side of
the halfpipe. Use the piston thing that's activated to reach the
expansion in the corner.
Use the huge halfpipe to get to the other side of the room, where you'll find
three Chozo Lore entries on the wall that you can scan for three Log entries.
Once you have them, use a super missile on the nearby statue thing, then scan
the panel behind it to activate a chunk of Spider Ball track high on the wall.
Use the halfpipe to boost your way up to it, then drop a bomb in the bomb slot
up there.
A new section of Spider Ball track will be activated on the other side of the
room, so move over there and use the halfpipe to get up there. Drop a bomb in
the bomb slot, then drop to the floor and use the nearby piston thing to move
up. Grab the missile expansion, then roll out of the hole behind it to get
back down. Use the halfpipe again to get back to the other side of the room
and head through the missile door.
-----------------
Elder Hall Access
-----------------
Dodge the Scarabs on your way to the door on the other side of the room.
------------------
Hall of the Elders
------------------
LOG: Missile Station
LOG: Chozo Ghost
LOG: Hope
Move forward until you see the morph ball tunnel to the left, then roll through
it and scan the missile station inside for a Log entry. Head down to the main
part of the room, and a battle will start with a Chozo Ghost. Scan it for a
Log entry, then keep your eyes peeled and nail it with super missiles or
whatever you want until it dies.
Scan the Chozo Lore on the wall behind the giant statue for a Log entry, then
get on the statue's hands and enter morph ball mode. Hold your R button down
so you stick to the Spider Ball track on the ceiling, then make use of the bomb
slot at the end of the track. The covers will pop off of the three bomb slots
above the giant statue, so use the platforms around the outside of the room to
get up there.
Hit the purple slot with a Wave Beam shot, then get in it and drop a bomb to
rotate the tube in the floor. Get back in the giant statue's hands, then
follow the morph ball area to the door behind the force field. Scan the nearby
terminal to deactivate the shield, then go through the door.
----------------------
Reflecting Pool Access
----------------------
Nothing of interest here, just go through the door on the other side.
---------------
Reflecting Pool
---------------
Jump into the water and use a bomb on the drain cover in the middle, then use
the halfpipe to reach the upper area. Head through the missile door on the
same side of the map as the missile station a few rooms back.
-----------
Antechamber
-----------
ITEM: Ice Beam
Grab the Ice Beam item from the middle of the room, then activate it by
pressing left on your C stick. Hit the door with an Ice Beam shot to leave.
-----------------------------------------------------------------------------
| |
| 1.14) Gravity Suit |
| |
-----------------------------------------------------------------------------
---------------
Reflecting Pool
---------------
Jump across to the platform on the other side of the room and go through the
other missile door there.
--------------
Save Station 3
--------------
Save your game if you'd like, then enter the morph ball tunnel behind the save
station and go through the blue door back there.
----------------------------------
Transport to Tallon Overworld East
----------------------------------
Scan the terminal to activate the elevator, then step on the hologram to ride
it down.
=== Tallon Overworld ===
-----------------------------
Transport to Chozo Ruins East
-----------------------------
Nothing of interest here, just head out the Ice Beam door.
------------------
Transport Tunnel C
------------------
Head past the roots and go out the Ice Beam door on the other side.
----------------
Overgrown Cavern
----------------
MISSILE: It's just waiting for you in the middle of the room.
Shoot the red weeds to make them retract, then roll through the gap and grab
the missile expansion on the way to the other door.
------------------
Frigate Crash Site
------------------
Take out the two Flying Pirates, then jump down to the water and head to the
right (heading into the frigate won't do you much good right now). Go out the
missile door once you're back out of the water.
----------------
Waterfall Cavern
----------------
Not much of interest in here, just roll under the roots and head out the door
on the other side.
------------
Landing Site
------------
Save your game at your ship if you'd like, then head out the blue door directly
in front of your ship. The Impact Crater is out here, and if you didn't stop
by earlier, there're a few things of interest that you can scan.
-----------
Temple Hall
-----------
LOG: Seedling
Scan one of the enemies on the ceiling for a Log entry, then head out the other
door.
-----------------------
Temple Security Station
-----------------------
LOG: Artifact Site
Scan the projection in the middle of the tunnel for a Log entry, then head out
the missile door at the other end.
------------
Temple Lobby
------------
Nothing of interest here, just head out the other door.
---------------
Artifact Temple
---------------
LOG: Statuary
LOG: Binding
ARTIFACT: Artifact of Truth
Take a right and scan the Chozo Lore on the wall, then head the other direction
and scan the second Chozo Lore entry. Continue down the nearby ramp to reach
the main part of the temple, then grab the Artifact of Truth from the center.
Many of the pillars will have things for you to scan once you take the Artifact
of Truth, so take a thorough look around and scan them all. They have hints to
the locations of the remaining Chozo Artifacts, which will help you hunt them
down (of course, you won't exactly need hints if you're using this guide...
but they'll come in handy if you'd prefer to find them on your own).
Head out of the temple as soon as you're done scanning everything.
------------
Temple Lobby
------------
Nothing of interest here, just head out the other door.
-----------------------
Temple Security Station
-----------------------
Same thing here, just run towards the other door.
-----------
Temple Hall
-----------
Take care of the Seedlings on the ceiling, then head out the other door.
------------
Landing Site
------------
Save your game at your ship again if you'd like, then head out towards the
canyon.
-------------
Canyon Cavern
-------------
Dodge or kill the Beetles as you make your way to the other door.
-------------
Tallon Canyon
-------------
Use the ledges around the outside of the room to reach the door that leads to
the Root Tunnel.
-----------
Root Tunnel
-----------
Take care of the Bloodflower and head out the other door.
---------
Root Cave
---------
Drop all the way down to the floor and head out the blue door down there.
------------------
Transport Tunnel B
------------------
Dodge or kill the enemies on the floor and head out the door on the other end.
---------------------------------
Transport to Magmoor Caverns East
---------------------------------
Step on the hologram and ride the elevator down.
=== Magmoor Caverns ===
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Take a left and head out the door.
-----------------
Twin Fires Tunnel
-----------------
Enter the morph ball tunnel to the left and use your Spider Ball to work your
way over the ceiling to reach the door on the other side.
----------
Twin Fires
----------
Nothing too interesting in here, just dodge the enemies and work your way
around the platforms until you reach the other side.
-----------------
North Core Tunnel
-----------------
Nothing of much interest here either, just work your way to the other side.
---------------
Geothermal Core
---------------
Same thing here, too. Just head for the door on the other end, the upper part
of the room won't be useful to you until later.
-----------------
South Core Tunnel
-----------------
Again, just head for the door on the other side.
-------------------
Magmoor Workstation
-------------------
Deal with the Flying Pirates, then head to the right and go through the blue
door via the platforms to the left of it.
------------------
Transport Tunnel C
------------------
Just dodge the flames and head out the door on the other side.
-----------------------------------
Transport to Phendrana Drifts South
-----------------------------------
Stop and use the nearby save station if you'd like, then ride the elevator up.
=== Phendrana Drifts ===
----------------------------------
Transport to Magmoor Caverns South
----------------------------------
Exit this room via the Ice Beam door on the other side of the Spider Ball
track.
----------------
Transport Access
----------------
Take care of the Bombu and head out the door on the other side. The energy
tank in the ice might be tempting, but you won't be able to get it yet.
-----------
Frozen Pike
-----------
Carefully drop down to the upper of the two Wave Beam doors that are above and
below each other.
-----------------
Frost Cave Access
-----------------
Scan one of the Ice Beetles if you failed to scan one earlier, then just head
for the other side of the room.
----------
Frost Cave
----------
LOG: Hunter Metroid
LOG: Glider
Scan the Hunter Metroid and the Glider for two Log entries, then look at the
ceiling and hit the two stalactites with missiles to knock them down. Head for
the one on the right and use it to get to the Wave Beam door. The missile
expansion in the floor is out of your reach for now, so ignore it.
--------------
Save Station C
--------------
Save your game if you'd like, then return to the previous room.
----------
Frost Cave
----------
Head across the room and go through the other Wave Beam door.
-----------------
Upper Edge Tunnel
-----------------
Nothing of interest here, just roll through the tunnel and go out the Wave Beam
door on the other side.
----------------
Phendrana's Edge
----------------
LOG: Jelzap
Take out the Flying Pirates, then jump into the water and scan the enemy there
for a new Log entry. Head out the lower Wave Beam door when you're ready.
-----------------
Lower Edge Tunnel
-----------------
Not much of interest here, just deal with the Bombus and make your way to the
other side of the room, rolling when necessary.
-----------
Hunter Cave
-----------
Hit the three stalactites on the ceiling with missiles, then use the one on the
far right to reach the Wave Beam door there.
-----------
Lake Tunnel
-----------
Take care of the Bombu and make your way through the other door.
---------------
Gravity Chamber
---------------
LOG: Aqua Reaper
ITEM: Gravity Suit
Take a right and look down to the lower part of the room to scan one of the
tentacles for a new Log entry, then jump down there and work your way around
the room until you find the Gravity Suit.
Make your way out of the room by using the ledge along the outside to work your
way up until you're out of the water. The Wave Beam door up there should be
your next destination.
-----------------------------------------------------------------------------
| |
| 1.15) Power Bomb |
| |
-----------------------------------------------------------------------------
--------------
Chamber Access
--------------
Take out the drone, then head out the next door.
-----------
Hunter Cave
-----------
Deal with the Flying Pirates before they knock you off the ledge, then
carefully work your way over these upper ledges to reach the Wave Beam door
that you haven't been through yet.
------------------
Hunter Cave Access
------------------
Nothing too interesting here, just work your way to the other end of the room.
-----------
Frozen Pike
-----------
Climb your way up this room all the way to the door at the very top. You'll
have to make use of a small alcove near the top that you can get into in morph
ball mode before you can actually reach the vines leading to the uppermost
door.
----------------
Transport Access
----------------
Take out the Bombu and head out the other door.
----------------------------------
Transport to Magmoor Caverns South
----------------------------------
Roll out of the tunnel, then ride the elevator down.
=== Magmoor Caverns ===
-----------------------------------
Transport to Phendrana Drifts South
-----------------------------------
Stop by the nearby save station if you want, then head out the Wave Beam door.
------------------
Transport Tunnel C
------------------
Dodge the flames as you make your way through the other door.
-------------------
Magmoor Workstation
-------------------
Kill or ignore the Flying Pirates as you make your way to the blue door to the
left.
-----------------
South Core Tunnel
-----------------
Use the enemy in the middle as a platform after you shoot it and head out the
door on the other side.
---------------
Geothermal Core
---------------
Use the enemies in the lava as platforms to make your way to the other end of
the room.
-----------------
North Core Tunnel
-----------------
Jump over the platform and head out the other door.
----------
Twin Fires
----------
Take care of the Puffers and work your way around the two chambers until you
can go through the other door.
-----------------
Twin Fires Tunnel
-----------------
Use the Spider Ball track to reach the other side of the room.
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Ride the elevator up to get to the Tallon Overworld.
=== Tallon Overworld ===
---------------------------------
Transport to Magmoor Caverns East
---------------------------------
Just leave, there's nothing else to do here.
------------------
Transport Tunnel B
------------------
Take care of the enemies on the floor as you make your way to the other side.
---------
Root Cave
---------
Climb up the ledges along the outside of the room and head out the blue door.
-----------
Root Tunnel
-----------
Take out the Bloodflower and go through the next door.
-------------
Tallon Canyon
-------------
Drop down to the floor and take a right to go through the blue door there.
-------------
Canyon Cavern
-------------
Kill or ignore the Beetles as you make your way out the other door.
------------
Landing Site
------------
Save at your ship if you'd like, then head for the lowest door in this room
that leads to the Waterfall Cavern.
----------------
Waterfall Cavern
----------------
Roll under the obstruction in the middle of the room and head out the other
door.
------------------
Frigate Crash Site
------------------
MISSILE: It's in an underwater alcove near the middle of the room.
Take out the Beetles and Flying Pirates, then jump in the water and head for
the middle. Take out the Jelzap, then use the roots here to jump up to the
alcove with the missile expansion in it.
Jump out of the alcove and head to the left, then jump up the ledges there
until you find the morph ball tunnel. Roll through it, then stand up and get
out of the water on the upper level. Destroy the crates in front of the Ice
Beam door and head through it.
---------------------
Frigate Access Tunnel
---------------------
Nothing of any interest here, just head through to the other door.
--------------------------------
Main Ventilation Shaft Section C
--------------------------------
Again, nothing much here. Just jump down the shaft and walk through the long
hallway until you reach the other door.
--------------------------------
Main Ventilation Shaft Section B
--------------------------------
Take out the two turrets, then look above the big door for a power conduit (use
your Thermal Visor to see it if you need to). Hit it with a Wave Beam shot to
activate the door, then shoot it and head through.
--------------------------------
Main Ventilation Shaft Section A
--------------------------------
LOG: Tallon Crab
Scan one of the small enemies for a Log entry, then head through this hallway
to the door on the other side.
------------
Reactor Core
------------
LOG: Aqua Pirate
Jump down to the lower part of the core and scan one of the Aqua Pirate for a
Log entry, then turn your Thermal Visor on and find three power conduits along
the walls. Hit them with Wave Beam shots to activate them, then head up the
platforms along the outside of the room and make your way to the large door
leading out of this room. There's a fourth power conduit next to it, and
hitting it with a Wave Beam shot will activate the door.
--------------
Reactor Access
--------------
Take a right and head through the blue door.
-----------
Savestation
-----------
Save your game if you'd like, then return to the previous room.
--------------
Reactor Access
--------------
Turn on your Thermal Visor and hit the two power conduits with Wave Beam shots
to activate the large door, then head through it.
--------------------------------
Cargo Freight Lift to Deck Gamma
--------------------------------
ENERGY TANK: Smash the grate on the lift with a missile and grab it.
Hit the weak piece of grate on the lift with a missile and grab the energy tank
from inside of it, then head back out and turn on your Thermal Visor. See the
power conduit on the lift? Hit it with a Wave Beam shot to activate it, then
jump on top of the lift and start moving up the platforms.
When you have to jump backwards to reach a new platform, turn your Thermal
Visor on again to see another power conduit on the wall. Activate it, then
continue moving up the room. When you reach the top, look to the left of the
door with your Thermal Visor to find the third power conduit. Head out the
door once it's activated.
----------------------
Deck Beta Transit Hall
----------------------
Nothing of interest here, just run through to the other side.
---------------------
Biohazard Containment
---------------------
LOG: Aqua Drone
MISSILE: Use a super missile on the weak contianment unit door on the lower
level and grab the missile expansion from it.
Immediately activate the power conduit in front of you when you enter the room
(use your Thermal Visor to see it), then take care of the two turrets up here.
Head along the upper path to the other side of the room and look for another
power conduit to activate, then jump down into the water and scan one of the
drones for a Log entry. Take care of them, then use a super missile on the
weak containment door to find a missile expansion.
Another one of the containment units is holding the third power conduit, so hit
it with a Wave Beam shot to activate the door. Head out of it when you're
ready.
-----------------------
Deck Beta Security Hall
-----------------------
Head past the Aqua Tentacles and go out the next door.
-----------------------
Biotech Research Area 1
-----------------------
Take care of the pirates, then look around the room for three power conduits
with your Thermal Visor to activate the door on the other side of the room.
Head up to the door once it's activated and go through it.
----------------------
Deck Beta Conduit Hall
----------------------
Nothing of much interest here, just stun the tentacles on your way to the door
on the other side.
--------------------------------
Connection Elevator to Deck Beta
--------------------------------
LOG: Aqua Sac
Look down the shaft and scan the thing on the wall for a Log entry, then drop
down to the lower door and head through.
-------------------
Hydro Access Tunnel
-------------------
ENERGY TANK: Use the water jets in the middle of the morph ball area to
perform really high bomb jumps to reach the uppermost area. The
timing will take a little bit of practice, but basically, you
just have to lay a new bomb when you're almost at the top of your
boost from the previous bomb, then continue the process until you
reach the energy tank at the top.
Roll through the morph ball tunnel, then use the water jet to get a good boost
from a bomb that will send you high enough to make it over the passage to the
right. You'll find more water jets here, and you'll note that the path
continues upwards for a while. If you time some bomb jumps perfectly here, you
can boost yourself really high up and grab an energy tank.
Once you have the energy tank, drop down and move to the right until you reach
the door.
---------------
Great Tree Hall
---------------
Take care of the enemies in the water, then work your way up the ledges until
you're back on dry ground. You can hunt the spinner down and open the gate to
the upper area if you'd like, but your real destination should be the lower Ice
Beam down here for now.
------------------
Transport Tunnel E
------------------
Take care of the Seedlings on the ground as you work your way to the door on
the other side of the room.
------------------------------
Transport to Phazon Mines East
------------------------------
Scan the terminal on the left, then step on the hologram to ride the elevator
down to the Phazon Mines.
=== Phazon Mines ===
-----------------------------------
Transport to Tallon Overworld South
-----------------------------------
Nothing of interest here, just leave through the Wave Beam door.
-------------
Quarry Access
-------------
Nothing of interest here, just head out the next Wave Beam door.
-----------
Main Quarry
-----------
MISSILE: Climb all the way to the top of the room via the walkways and ledges
along the outside, then look for the power conduit that activates the
crane controls using your Thermal Visor. Once you've charged the
conduit, enter the crane control room with the force fields around it
and scan the controls to move the crane. Use the Spider Ball track
on the crane's arm to move towards the alcove with the missile
expansion in it.
Head down and take care of the two turrets above the force field first, then
scan the two terminals down here to drop that force field. Look around the
area for a ramp leading up and follow it, then fend off the pirates that attack
you. Head for the far end of this upper area and use the ledges there to get
to the top platform, then activate your Thermal Visor and look for a power
conduit to activate with your Wave Beam.
With the conduit activated, enter the control room area inside the force field
pod and scan the control terminal to move the crane. Use the Spider Ball track
on the crane's arm once it's moved to reach the missile expansion in the alcove
high up on the wall, then drop down and use the other small Spider Ball track
to reach the wave beam door.
--------------------
Save Station Mines A
--------------------
Scan the terminal to gain access to the save station, then save your game if
you'd like. Return to the previous room when you're ready.
-----------
Main Quarry
-----------
Take a left and head out the Ice Beam door where the force field used to be.
-----------------
Security Access A
-----------------
LOG: Mega Turret
Scan one of the turrets on the ceiling for a Log entry before you destroy them,
then head out the Ice Beam door on the other side of the room.
---------------------
Mine Security Station
---------------------
LOG: Wave Trooper
Fight your way through the hallways until the cutscene introduces some new
Space Pirate enemies. Scan one of them for a new Log entry, then fight them
with your Wave Beam and continue through the Wave Beam door in the ceiling.
-----------------
Security Access B
-----------------
More pirates in here, so be ready to fend them off as you blast your way
through the weakened sections of gate that're blocking your path. Head out the
Ice Beam door in the ceiling when you reach it.
--------------
Elite Research
--------------
LOG: Elite Pirates
LOG: Power Trooper
MISSILE: At the top of the room, use the Spinner and the mounted laser cannon
to destroy the weak sections of wall along the outside of the room.
Deal with the pirates, then scan the terminals down here to get a Log entry and
make the platforms align for you. Use them to get to the next level of the
room, then deal with the Wave Pirates. Scan the terminals up here to align a
new group of platforms leading to the top of the room, and make sure you scan
the yellow pirate for a Log entry.
The spinner near where the yellow pirate was standing can be used to rotate the
laser cannon on the ceiling. Rotate the cannon to point at the weak sections
of the walls, then scan the nearby terminal to initiate a blast. Repeat this
as many times as necessary to find the missile expansion and the Ice Beam
door, then head through it.
---------------
Research Access
---------------
Use the Spider Ball track to work your way past the rotating electrified things
on the walls and head out the Ice Beam door at the bottom.
--------------
Ore Processing
--------------
Deal with the pirates, then use the bomb slot in the back of the room to rotate
the central pillar in the room. It has several sections of Spider Ball track
attached to it - rotate it until the blue section is pointing to the left,
where it will complete a path to the next level. Roll up it and work your way
around the catwalk to the next bomb slot, where you should rotate the pillar
until the red section is pointing to the left, just like the blue section was
earlier when you used it.
Drop down to the floor now and rotate the lower section again until the red
part is on the opposite side of the pillar from you to line up with the other
red sections. Roll up the red section to get to the next level, then head out
the Ice Beam door there.
-----------------
Elevator Access A
-----------------
Use the Spider Ball track to dodge the Scatter Bombus on your way down to the
Ice Beam door.
----------
Elevator A
----------
Scan the terminal to activate the elevator, then step onto the hologram to ride
it down.
--------------------
Elite Control Access
--------------------
MISSILE: Use your Thermal Visor to see a panel on the ceiling, which you can
destroy to reveal a missile expansion.
Flip your Thermal Visor on when you come in and take a look high up on the wall
in front of you to see a glowing panel. Blast it, then jump up to the small
alcove and grab the missile expansion. Head out the next door once you've got
it.
-------------
Elite Control
-------------
LOG: Elite Pirate
LOG: Metroid Prime
LOG: The Hunter
LOG: Ice Trooper
LOG: Hunter Weapons
LOG: Chozo Studies
LOG: Chozo Artifacts
LOG: Prime Mutations
LOG: Prime Breach
LOG: Chozo Ghosts
Before you enter the room too far, scan everything from a distance to get a new
creature Log entry and two Space Pirate Data Log entries. Walk into the middle
of the room to start a fight with the Elite Pirate when you're ready. It's not
much of a match for you, but don't hit it with beam weapons while its cannon is
active if you can avoid it.
When it's dead, scan one of the new pirates for yet another Log entry, then
eliminate them and look around the room for more Log entries via the terminals
around the room on both levels. One of them will also drop the force field
that's blocking the next Ice Beam door in the ceiling.
-----------------
Ventilation Shaft
-----------------
Nothing of much interest in here for now, just drop down and head out the other
Ice Beam door before the toxin hurts you too much.
--------------
Omega Research
--------------
LOG: Omega Pirate
Deal with the pirates, then drop down to the lower area and deal with the ones
there as well. Scan the terminals for a new Log entry, then find the Ice Beam
door in the floor and head through it.
-------------
Dynamo Access
-------------
Nothing of interest in here for now, just head through the Ice Beam door on the
other side of the room.
--------------
Central Dynamo
--------------
ITEM: Power Bomb
Drop down to the lower area and blast the invisible drone until it's destroyed,
then roll into the hole that forms in the floor. Work your way through the
electric area until you reach a puddle. Dropping a bomb in it will short out
the nearby electric things, allowing you to continue. Keep working your way
through until you reach the Power Bomb upgrade, then make your way through the
nearby Ice Beam door once you have it.
-----------------------------------------------------------------------------
| |
| 1.16) Grapple Beam |
| |
-----------------------------------------------------------------------------
--------------------
Save Station Mines B
--------------------
Save your game if you'd like, then return to the previous room.
--------------
Central Dynamo
--------------
The Ice Beam door on the other side of the room that's blocked by debris right
now will just lead you to a dead end until you have some more equipment, so
instead of heading through it, use the platforms near it to work your way over
to the upper door that you first used to enter this room.
-------------
Dynamo Access
-------------
Still nothing of interest here, just head out the other door.
--------------
Omega Research
--------------
You'll have to fight another Elite Pirate here. Once he's dealt with, use the
platforms near the containment unit he came out of to reach the upper area,
then jump over to the Ice Beam door that's blocked by debris. Use a power bomb
to destroy the debris, then head through.
-----------------
Map Station Mines
-----------------
Download the map, then return to the previous room.
--------------
Omega Research
--------------
Jump across the platform in the middle of the room and go through the door on
the other side.
-----------------
Ventilation Shaft
-----------------
ENERGY TANK: Use a power bomb on the weak spot in the floor, then roll through
the tunnel and scan the terminal on the other side to activate
the fan. Exit the tunnel and grab the energy tank from where the
grate used to be.
Enter morph ball mode and quickly roll to the weak spot in front of the
inactive fan to drop a power bomb. Use the tunnel that opens up to reach the
terminal on the other side, then scan it to activate the fan. Exit the tunnel
and grab the energy tank, then boost your way up the halfpipe to exit this room
through the upper door.
-------------
Elite Control
-------------
Fend off the pirates on your way to the lower part of the room and head through
the Wave Beam door there.
--------------------
Elite Control Access
--------------------
Nothing of interest here, just head out the other door.
----------
Elevator A
----------
Step on the hologram to ride the elevator up, then head out the door.
-----------------
Elevator Access A
-----------------
Blast the Scatter Bombus with Wave Beam charges to destroy them, then use the
spider ball track to reach the upper door.
--------------
Ore Processing
--------------
Jump to the platform to the right and use a power bomb to clear the debris away
from the bomb slot, then spin the pillar until the yellow section is pointing
away from you, towards the solitary room at the top of the area. Carefully
jump down to the next level of catwalks and use the bomb slot there to spin the
next section of yellow spider ball track into alignment, then drop to the floor
and align the last section. Ride the track up and head through the Ice Beam
door there.
---------------
Storage Depot B
---------------
ITEM: Grapple Beam
Grab the Grapple Beam item from the middle of the room, then leave.
-----------------------------------------------------------------------------
| |
| 1.17) X-Ray Visor |
| |
-----------------------------------------------------------------------------
--------------
Ore Processing
--------------
LOG: Grapple Point
Scan one of the grappling points on the ceiling for a Log entry, then use your
Grapple Beam with your L button to swing across to the platform on the other
side of the room. Head out the Ice Beam door there.
--------------
Waste Disposal
--------------
Enter the morph ball hole and work your way through the water using bombs when
necessary. Head out the door at the bottom once you're out of the water.
-----------
Main Quarry
-----------
Take out the pirates if you want, or just jump down and head for the Wave Beam
door to the left.
-------------
Quarry Access
-------------
Nothing of interest here, just run through to the other door.
-----------------------------------
Transport to Tallon Overworld South
-----------------------------------
Step on the hologram to ride the elevator up.
=== Tallon Overworld ===
------------------------------
Transport to Phazon Mines East
------------------------------
Head out the door in front of you.
------------------
Transport Tunnel E
------------------
LOG: Power Bomb Ammo
Destroy the small enemies on the ground on your way to the door on the other
side. If you're lucky, one of them will drop a power bomb ammunition item. If
so, scan it for a Log entry (assuming you haven't scanned one already). If
not, don't worry - you'll have plenty of chances to scan one later.
---------------
Great Tree Hall
---------------
Work your way up to get out of the lower part of this room. If you didn't use
the spinner when you were here earlier, you'll have to do so now to retract the
bars that are blocking your path. Once you're in the upper part of the room,
use the platforms to reach the spider ball tower and work your way up it to
reach the door at the top.
-----------------
Life Grove Tunnel
-----------------
MISSILE: When you get to the halfpipe area, get to the top of it and use a
bomb in the middle to make a hole. Drop in it to grab the expansion.
Use a power bomb on the rocks that are blocking your path, then enter the
morph ball area. When you reach the halfpipe, boost your way to the flat part
on the top and use a bomb in the middle to reveal a passage. Drop inside it to
grab a missile expansion, then head out the right side of the morph ball area.
----------
Life Grove
----------
ITEM: X-Ray Visor
ARTIFACT: Artifact of Chozo
Drop down and grab the X-Ray Visor, then drop a power bomb in the middle of the
room to shatter the weak walls (the Seedling enemies that spawn from the
ceiling will give you power bomb ammo if you need it). Walk into the main area
until the Chozo Ghosts attack. You can track them down with your new X-Ray
Visor, so nail them with super missiles until they're all dead.
When the room's cleared out, look around in the water for a small circular
hatch with a Chozo icon on it. Use a bomb on it, and a pillar will come out of
the ground. Use the spinner on the bottom of it, then grab the Chozo Artifact
that shows up.
To get out of this room, you'll have to find the platforms necessary to work
your way to the upper parts of the room. When you reach the top of the dome
thing, look for the small hole underneath the Chozo statue and roll down it
carefully. Continue out of the room through the morph ball tunnel.
-----------------------------------------------------------------------------
| |
| 1.18) Wave Buster |
| |
-----------------------------------------------------------------------------
-----------------
Life Grove Tunnel
-----------------
Roll through the morph ball path, using the halfpipe when necessary, until you
reach the other side.
---------------
Great Tree Hall
---------------
Look down and to the left to take out the Bloodflower and the Seedling there,
then drop down to the platform the Seedling was on. Use your X-Ray Visor to
see a nearby invisible platform. Jump up to it, then jump over to the door
that you haven't been through yet.
------------------
Great Tree Chamber
------------------
MISSILE: Just grab it, it's sitting in the middle of the room for you.
Grab the missile expansion, then head back to the Great Tree Hall.
---------------
Great Tree Hall
---------------
Drop down to the Ice Beam door slightly to the right (if you've been following
this guide so far, it should be the only door here that you haven't already
been through).
------------------
Transport Tunnel D
------------------
Take out the enemies as you work your way to the door on the other side.
------------------------------
Transport to Chozo Ruins South
------------------------------
Scan the terminal to activate the elevator, then step on the hologram to ride
it up.
=== Chozo Ruins ===
-----------------------------------
Transport to Tallon Overworld South
-----------------------------------
Just head out the door.
----------------------
Transport Access South
----------------------
Nothing of interest here, just run to the other door.
---------------
Reflecting Pool
---------------
This room should look familiar to you. Stop by the nearby save point if you'd
like, but otherwise, head out the blue door on the bottom part of the
Reflecting Pool room. The route I'm going to lead you down is indirect for
where you need to end up, but I'll be having you pick up some items along the
way, so if you take a different route, you'll still have to come back if you
want to collect all of the items in the game.
----------------------
Reflecting Pool Access
----------------------
Nothing of interest, just run through to the other door.
------------------
Hall of the Elders
------------------
ENERGY TANK: Use your Ice Beam to gain access to the white bomb slot above and
behind the large Chozo statue, then turn into a ball on the Chozo
statue's hand to get to the alcove with the energy tank.
Deal with the Chozo Ghosts in here, then use your Ice Beam to get rid of the
white shield on the center bomb slot above and behind the large Chozo statue.
Drop a bomb in it, then get on the statue's hands and turn into a ball. You'll
be thrown into a new alcove where you can grab an energy tank, so grab it and
roll out of the alcove. Head out the Ice Beam door on the long wall.
-------------------
East Furnace Access
-------------------
Nothing of interest here, just head out the door on the other side.
-------
Furnace
-------
MISSILE: Use a power bomb on the large weak spot on the floor, then use the
halfpipe to boost your way to the magnetic rails on the ceiling. Use
these rails to work your way over to the missile expansion. You'll
have to make use of your bombs as well as some tricky falls to reach
it, and you'll have to roll across some non-magnetic sections.
Take out the Chozo Ghosts, then use a power bomb on the large weak spot on the
floor to reveal a halfpipe. Use it to latch onto the spider ball tracks on the
ceiling, which you can follow all the way to the other side of the room to grab
a missile expansion (though you'll have to do some bomb jumps, do some careful
falling, and roll across some non-magnetic sections to get there).
Once you have the missile expansion, head out the morph ball tunnel that you
have to bomb jump to reach.
-------------------
West Furnace Access
-------------------
Nothing of interest here, just head out the other door.
-----------
Energy Core
-----------
Take out the Shriekbats, then jump across the room to the blue door on the
other side.
------------------
Energy Core Access
------------------
Either roll through the tunnel underneath the path or take care of the Eyons on
your way to the other door.
-----------
East Atrium
-----------
Deal with the Shriekbats, then head out the door on the other side.
--------------
Gathering Hall
--------------
Drop down to the floor and use the nearby save point if you'd like, then head
out the blue door directly across from the save point that leads to Watery Hall
Access.
------------------
Watery Hall Access
------------------
Deal with the Shriekbats and head out the door on the other side of the room.
-----------
Watery Hall
-----------
MISSILE: In the back part of the room by the huge roots coming out of the
water, you can find a hidden passage underneath the water. Jump down
there and find it, then space jump out of the water at the end of the
path and grab the expansion.
Walk into the water and head for the far side of the room, where the huge roots
are sticking out of the water. Find the low spot where you can go underwater,
then jump out of the water at the end of the path to find a missile expansion.
Leave this room through the same door you used to enter it once you've got the
expansion.
------------------
Watery Hall Access
------------------
Just head through here to the door on the other side.
--------------
Gathering Hall
--------------
Stop at the nearby save point if you'd like, then head out the other blue door
down here.
---------------------
Gathering Hall Access
---------------------
Nothing here, just head out the other door.
---------
Arboretum
---------
Either fight or ignore the Chozo Ghosts on your way to the blue door on the
opposite side of the room.
----------------
Arboretum Access
----------------
Deal with the Shriekbats on your way to the door on the other side.
---------------
Ruined Fountain
---------------
Head out the door on the left.
-------------------
Meditation Fountain
-------------------
Destroy the Blastcaps, then head out the door on the other side of the room.
----------
Magma Pool
----------
LOG: Newborn
POWER BOMB: Use a power bomb to destroy the large section of weak wall by the
Wave Beam door and grab the expansion.
Use the grappling points on the ceiling to reach the other side of the room,
then use a power bomb to destroy the weak section of wall there. Grab the
power bomb expansion from behind it and scan the Chozo Lore for a Log entry,
then head out the Wave Beam door.
-----------------------
Training Chamber Access
-----------------------
MISSILE: When you reach the door leading to the Training Chamber, enter morph
ball mode and roll into the red vines along the wall to find a hidden
morph ball tunnel.
Head down the hallway until you reach the other door, then enter morph ball and
roll into the red vines along the wall to find a hidden morph ball tunnel.
Grab the missile expansion from the alcove there, then head out the door as
soon as you get out of the tunnel.
----------------
Training Chamber
----------------
ENERGY TANK: Use the halfpipe in the middle of the room to reach the bomb slot
that activates the piston thing on the wall, then quickly use the
piston to reach the spider ball tracks on the ceiling. Follow
them to the energy tank.
Take out the Chozo Ghosts, then jump into the halfpipe and use it to reach the
bomb slot on the right that activates the piston thing on the wall. Quickly
get over to it and use it to reach the spider ball tracks on the ceiling, which
you can follow to an alcove with an energy tank in it.
Once you've got the energy tank, leave the alcove and use the halfpipe to reach
the other bomb slot high up on the ceiling, which will open a new way out of
the room via a Chozo statue's mouth.
-------------
Piston Tunnel
-------------
Roll through here until you come out the other side, dodging the pistons as
much as you can.
----------
Main Plaza
----------
MISSILE: Use the grappling point high up in the air to swing over to the ledge
with the missile expansion on it.
Stand up and use the grappling point to reach the missile expansion on the
other side of the room, then drop down and go through the door to Ruined Shrine
Access.
--------------------
Ruined Shrine Access
--------------------
Deal with the Scarabs as you move towards the door on the other side.
-------------
Ruined Shrine
-------------
MISSILE: Use a bomb on the small weak spot on the wall in the main area to
reach an alcove with a missile expansion in it.
MISSILE: Use the halfpipe to reach a morph ball tunnel in the upper area that
leads to a small alcove with a missile expansion in it.
Take out the Chozo Ghosts, then find the weak spot on the wall in the main area
and use a bomb on it. Roll through the morph ball tunnel to grab a missile
expansion, then use the halfpipe in the main part of the room to reach the
upper area. There's a morph ball tunnel on one side that leads to another
alcove with another missile expansion in it, so roll through it and grab it.
Once you've got it, use the halfpipe to reach the other side of the upper area
and roll through the tunnel there. Latch onto the spider ball tracks on the
ceiling and follow them until you can drop down to head out the Wave Beam door.
---------------------
Tower of Light Access
---------------------
Nothing of interest here, just run through to the other door.
--------------
Tower of Light
--------------
LOG: Plated Puffer
ITEM: Wave Buster
Work your way up the platforms around the outside (and in the middle of) this
room. See the weak parts of the pillars around the outside? Destroy all four
of them, and part of the tower will collapse on itself, allowing you access to
a higher level of it. Move up the new platforms, then destroy the next set of
weakened pillar supports. Continue this process until the third set is
destroyed, then jump up the final platforms and grab the Wavebuster item.
Drop all the way down to the water next and head through the archway. Jump up
until you're out of the water, and you'll see a Wave Beam door in the ceiling.
Head through it.
-----------------------------------------------------------------------------
| |
| 1.19) Ice Spreader |
| |
-----------------------------------------------------------------------------
-------------
Tower Chamber
-------------
ARTIFACT: Artifact of Lifegiver
Grab the artifact, then return to the previous room.
--------------
Tower of Light
--------------
You're done here, so just head up out of the water and leave.
---------------------
Tower of Light Access
---------------------
Nothing here, just head out the door on the other side.
-------------
Ruined Shrine
-------------
Just ignore the ghosts (unless you really feel like fighting them) and head out
the other door.
--------------------
Ruined Shrine Access
--------------------
Deal with the Scarabs as you make your way to the door on the other side.
----------
Main Plaza
----------
Take a left and head through the door at the bottom of the ramp.
--------------
Nursery Access
--------------
Just head out the door on the other side.
-----------
Eyon Tunnel
-----------
Stun the Eyons and head out the door on the other side.
--------------
Ruined Nursery
--------------
Stop at the nearby save point if you'd like, then head out the upper door.
------------
North Atrium
------------
Deal with the Scarabs, then head out the other door.
--------------
Ruined Gallery
--------------
Take care of the Shriekbats, then jump over to the next door.
------------
Totem Access
------------
Nothing of interest here, just head out the other side.
----------
Hive Totem
----------
Work your way over the bridge and head out the other door.
----------------------
Transport Access North
----------------------
Enter the morph ball tunnel and follow the path until you reach the next door.
----------------------------------
Transport to Magmoor Caverns North
----------------------------------
Ignore the elevator and head out the door directly across from you.
---------
Sun Tower
---------
Destroy the wasps and the four hives on the walls, then use your scan visor to
find four runic symbols around the room. Two of them are behind the Cordite
statues, so hit them with super missiles. The other two are on two of the
pillars (one back pillar, one front pillar).
Once you've activated all four runic symbols, use the spider ball tracks to
reach the upper area. You'll have to use some careful bomb jumps to reach the
top.
----------------
Sun Tower Access
----------------
Destroy the crates on your way through here if you need energy or missiles,
then contiue down the hallway and head out the other door.
----------
Sunchamber
----------
ARTIFACT: Artifact of Wild
Slaughter the three Chozo Ghosts that appear, then grab the Artifact of Wild
when it appears on top of the flower thing. Leave this room through the same
door you used to enter it.
----------------
Sun Tower Access
----------------
Nothing here, just head out the door on the other side.
---------
Sun Tower
---------
Just drop down the tower and head out the door at the bottom.
----------------------------------
Transport to Magmoor Caverns North
----------------------------------
Step on the hologram to ride the elevator down.
=== Magmoor Caverns ===
------------------------------
Transport to Chozo Ruins North
------------------------------
Just leave, there's nothing to do here.
-------------
Burning Trail
-------------
Follow the path all the way to the other side, dealing with the Shriekbats and
the small ground enemies when necessary. Stop by the save point on your way
past if you'd like.
-----------
Lake Tunnel
-----------
Take out the Grizbies, then jump over to the other side and head out the door.
---------
Lava Lake
---------
ARTIFACT: Artifact of Nature
Deal with the Magmoor, then nail the pillar in the center of this part of the
lake with a super missile. When it's destroyed, you'll be able to grab another
Chozo Artifact from it. Once you've got it, continue moving through this room
and leave through the door on the opposite side of the lake.
----------
Pit Tunnel
----------
Rather than wasting your time going through the morph ball area, just space
jump over the fence and head out the next door.
------------
Triclops Pit
------------
MISSILE: Find the invisible platforms with your X-Ray Visor and use them to
reach the pillar in the middle of the room. Hit it with a super
missile to find the expansion.
Deal with the Space Pirates, then turn to the right and use your X-Ray Visor to
find the invisible platforms floating in the air. Use them to jump towards the
pillar in the middle of the room. With your X-Ray Visor still active, you
should see a missile expansion hidden in the pillar. Hit it with a super
missile to shatter it, then grab the expansion. Exit via the door high up in
the corner of the room when you're done.
--------------
Monitor Tunnel
--------------
Wipe out the Puffers and jump your way over to the next door.
---------------
Monitor Station
---------------
Deal with the Space Pirates, then use the platforms around the outside of the
room to reach the first level of the station. Head over the bridge towards the
door that leads towards the Phendrana elevator, but instead of going through
the door, use the small platform above the bridge to reach the second bridge
directly above it. You'll find a spinner on top of the station, so use it to
make a platform extend towards one of the walls. Use it to reach the outside
edge of the room, then head out the door up there.
--------------
Warrior Shrine
--------------
ARTIFACT: Artifact of Strength
Grab the artifact from the statue, then use a power bomb on the weak spot on
the floor in front of the statue. Roll into the resulting tunnel.
------------
Fiery Shores
------------
POWER BOMB: Use a power bomb on the weak spot on the floor in front of the
Chozo statue in the Warrior Shrine, then roll through the tunnel
into Fiery Shores. The expansion is just sitting there for you.
The power bomb expansion is just waiting for you in this alcove, so grab it
before rolling into the next morph ball tunnel. When you hit the ground, go
through the closest door.
------------
Shore Tunnel
------------
ITEM: Ice Spreader
Drop a power bomb in the middle of the glass tube to shatter part of it, then
drop down and grab the Ice Spreader item. Get back onto the walkway and return
to the Fiery Shores through the same door you just came out of.
-----------------------------------------------------------------------------
| |
| 1.20) Plasma Beam |
| |
-----------------------------------------------------------------------------
------------
Fiery Shores
------------
Head through here, dealing with the Magmoor when necessary, and head out the
door on the other side.
------------------
Transport Tunnel B
------------------
Deal with the Magmoor, then use the morph ball path to roll through the room to
the door on the other side.
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Ignore the elevator and head out the other door.
-----------------
Twin Fires Tunnel
-----------------
Use the spider ball track on the ceiling to get to the other side of the room.
----------
Twin Fires
----------
This is a pretty straight-forward room, just work your way through to the other
side and head out the Wave Beam door.
-----------------
North Core Tunnel
-----------------
Nothing of interest here, just head out the other door.
---------------
Geothermal Core
---------------
Head towards the door on the other side of the room, but instead of going
through it, use the platforms to the right of it to get a clear shot at the
grappling point higher up in the room. Swing over to the circular platform
attached to the pillar, then look around on it for a spinner. Use the spinner
to lock the upper part of the platform into a higher position.
Jump to the next closest platform now and use the spinner there to move the
upper piece higher up, then continue moving up to higher platforms. When you
reach the one with the spider ball track, raise the upper part with its spinner
before getting on the spider ball track. Use the bomb slot on the final
platform to raise the entire ceiling.
Use a bomb jump to reach the magnetic portion of the piston thing that's
sticking out of the wall. From here, you'll have to work your way around the
various spider ball tracks around the outside of the room until you reach the
upper Ice Beam door. It's fairly straight-forward, so just watch out for the
Plated Parasites along the way.
-----------------
Plasma Processing
-----------------
ITEM: Plasma Beam
Grab the Plasma Beam item from the middle of the room, then return to the
previous room.
-----------------------------------------------------------------------------
| |
| 1.21) Phazon Suit |
| |
-----------------------------------------------------------------------------
---------------
Geothermal Core
---------------
Drop all the way down and head through the blue door to the right.
(I know it sucks, but there're two items in the Root Cave in the Tallon
Overworld that you need to go back for, and this is pretty much the closest
you'll be to the Root Cave for the rest of the game. If you don't backtrack
now, you'll just have to do it later.)
-----------------
North Core Tunnel
-----------------
Nothing of interest here, just use the platform to jump over to the door on the
other side of the room.
----------
Twin Fires
----------
Make use of the grappling points along the ceiling to work your way through
this room to get to the door on the other side.
-----------------
Twin Fires Tunnel
-----------------
Use the spider ball track to go across the ceiling so you can leave through the
door on the other side.
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Step on the hologram to ride the elevator up.
=== Tallon Overworld ===
---------------------------------
Transport to Magmoor Caverns East
---------------------------------
Just leave through the door in front of you.
------------------
Transport Tunnel B
------------------
Dodge or kill the enemies on the ground and head out the other door.
---------
Root Cave
---------
MISSILE: Climb up towards the Plasma Beam door using your X-Ray Visor to see
invisible platforms when necessary, then examine the wall closest to
the final platform before the Plasma Beam door to see a hidden alcove
with the missile expansion in it.
Head up to the blue door in the middle of the room, then use the nearby
grappling point in front of you to reach the far platform. Work your way up
the room, and when it seems like you can't get any higher, activate your X-Ray
Visor and look for the invisible platforms. Continue working your way up, and
when you reach the last platform before the Plasma Beam door, check the closest
wall with your X-Ray Visor to see a hidden alcove. Grab the missile expansion
from it, then jump over to the Plasma Beam door and go through it.
-------------
Arbor Chamber
-------------
MISSILE: It's just sitting in the middle of the room for you to take it.
Grab the missile expansion from the middle of the room, then leave.
---------
Root Cave
---------
Drop all the way to the ground and head out the blue door at the bottom of the
room.
------------------
Transport Tunnel B
------------------
Kill or ignore the enemies on the ground and head out the other door.
---------------------------------
Transport to Magmoor Caverns East
---------------------------------
Step on the hologram to ride the elevator down.
=== Magmoor Caverns ===
----------------------------------
Transport to Tallon Overworld West
----------------------------------
Take a left and head out the door.
-----------------
Twin Fires Tunnel
-----------------
Use the spider ball tracks on the ceiling to reach the door on the other side.
----------
Twin Fires
----------
Use the grappling points on the ceiling to work your way through this room and
head out the door on the other end.
-----------------
North Core Tunnel
-----------------
Jump over the platform and head out the other door.
---------------
Geothermal Core
---------------
Jump over the lava via the platforms and head out the door on the other side of
the room.
-----------------
South Core Tunnel
-----------------
Shoot the Puddle Spore in the mouth to flip it, then use it as a platform to
reach the other side of the room.
-------------------
Magmoor Workstation
-------------------
Take care of the Space Pirates, then head through the Wave Beam door high up on
the right.
------------------
Transport Tunnel C
------------------
Dodge the flames as you make your way to the other side of the room.
-----------------------------------
Transport to Phendrana Drifts South
-----------------------------------
Stop by the save room if you'd like, then step on the hologram to ride the
elevator up.
=== Phendrana Drifts ===
----------------------------------
Transport to Magmoor Caverns South
----------------------------------
Use the spider ball tracks to reach the Ice Beam door and go through it.
----------------
Transport Access
----------------
ENERGY TANK: Use the Plasma Beam to break the ice off of the morph ball path
on the wall, then just grab the energy tank.
Use a Plasma Beam shot to shatter the ice to the right, then enter the morph
ball tunnel and grab the energy tank. Stand up at the end of the tunnel and
blast the other chunk of ice to get free, then head out the next door.
-----------
Frozen Pike
-----------
Drop all the way down to the water and head out the Wave Beam at the bottom of
the room.
------------------
Hunter Cave Access
------------------
Work your way through the water until you reach the other side, then jump up
the ledges and head out the door.
-----------
Hunter Cave
-----------
Head to the left and get out the door before the Space Pirates have a chance to
bother you.
--------------
Chamber Access
--------------
Take care of the drone, then head out the next door.
---------------
Gravity Chamber
---------------
MISSILE: Use a Plasma Beam shot on the ice on the ceiling to reveal a grapple
point, which you can use to swing to the missile expansion.
Blast the two Bombus, then use a Plasma Beam shot on the large chunk of ice on
the ceiling to reveal a grappling point. Use it to swing over to the missile
expansion, then use it from the expansion's alcove to swing down and to the
left. You should be able to see a Wave Beam door through the water, so jump
down there carefully and head through it. (Alternatively, you can just head
back the way you came until you get back to the Hunter Cave.)
-----------
Lake Tunnel
-----------
Take care of the Scatter Bombu, then head through the door.
-----------
Hunter Cave
-----------
Deal with the pirates again, then drop down and use the platforms on the far
side of the room to get up to the Wave Beam door there.
-----------------
Lower Edge Tunnel
-----------------
Deal with the Bombus as you head for the other door.
----------------
Phendrana's Edge
----------------
Your goal here is to reach the very top of the room, which you can do via the
various platforms and grappling points. Eventually, you'll find a large wall
that can be destroyed with a power bomb to reveal a Plasma Beam door, so use
your thermal visor to see it if necessary.
------------
Storage Cave
------------
ARTIFACT: Artifact of Spirit
Grab the artifact from the center of the room, then return to Phendrana's Edge.
----------------
Phendrana's Edge
----------------
Use the platform to the right to get into position to grapple the Glider, then
swing over to the highest part of the room. Roll into the morph ball tunnel
there to find a small cave.
-------------
Security Cave
-------------
POWER BOMB: It's just sitting there for you to take it.
Grab the power bomb expansion from the middle of the room, then roll back
through the morph ball tunnel.
----------------
Phendrana's Edge
----------------
You're done here now, so look down to the left and drop onto the platform with
the upper of the two Wave Beam doors and head through it.
-----------------
Upper Edge Tunnel
-----------------
Nothing to do here, just roll through the tunnel until you get to the other
side and go through the door there.
----------
Frost Cave
----------
MISSILE: Use the Glider high up in the room to grapple over to the ledge near
where the pile of crates is, then look up to the ceiling to find a
weak spike hanging down. Hit it with a missile, then drop into the
water and grab the expansion.
Deal with the pirates, then work your way over to the other side of the room
where you can grapple the Glider high up in the room. Swing over to the
platform near the pile of crates, then look up to the ceiling and hit the weak
spot with a missile. Jump into the resulting hole in the ice and grab the
missile expansion, then stop by the nearby save point if you'd like. Head out
the Wave Beam door leading to Frost Cave Access when you're ready.
-----------------
Frost Cave Access
-----------------
Deal with the enemies, then use the morph ball tunnel to roll to the door on
the other side of the room.
-----------
Frozen Pike
-----------
Work your way up after you've dealt with the pirates and go through the Wave
Beam door on the tree branch bridge (which will be the only door in this room
that you haven't already been through if you've been following my guide so
far).
-----------
Pike Access
-----------
Nothing here, just head out the other door.
-------------
Research Core
-------------
You've been here before, so it should look familiar to you. Use charged Plasma
shots to blast the turrets and Metroids in one hit as you move up the outside
of the room. Head out the door at the top when you get there.
--------------------
Research Core Access
--------------------
Take out the drones, then jump out the Wave Beam door in the ceiling.
-------------------
Research Lab Aether
-------------------
Take care of the pirates in the lower area, then ride the elevator up and deal
with the pirates there as you work your way towards the Wave Beam door in the
upper part of the lab.
-------------------
Aether Lab Entryway
-------------------
Fry the Bombus with Wave Beam shots as you head for the other door.
----------
East Tower
----------
Step on the hologram to ride the elevator up, then head out the door.
-------------
Control Tower
-------------
ARTIFACT: Artifact of Elder
Fry the pirates in the air, then jump above the door to the East Tower and melt
the ice there. See the tower out the window? Hit the fuel casing with a
missile to knock the entire tower over, then jump back into the main area and
roll into the hole that formed when the tower fell. Grab the artifact, then
get into the tower from behind where you got the artifact and roll your way out
of it. Head into the West Tower door when you're done.
----------
West Tower
----------
Step onto the hologram to ride the elevator down, then exit the room.
-------------------
West Tower Entrance
-------------------
Just an empty tunnel, run through to the other side.
-----------
Observatory
-----------
Stop by the save point if you'd like, then head out the lower door in the
Observatory.
------------------
Observatory Access
------------------
Take out the drones, then jump through the door in the floor.
------------------
Research Lab Hydra
------------------
Fight your way through the pirates on your way to the door in the lower part of
the lab.
------------------
Hydra Lab Entryway
------------------
Take care of the Bombus, then head out the other door.
-----------------
Research Entrance
-----------------
Fight off the pirates as you make your way to the door on the other side of the
room.
----------------
Specimen Storage
----------------
Nothing of interest here, just head out the other door.
----------------
Ruined Courtyard
----------------
Deal with the pirates and stop by the nearby save point if you'd like, then
drop down and head out the lower door in this room.
------------------
Courtyard Entryway
------------------
Take care of the Bombu and the Scarabs on your way to the door on the other
side of the room.
--------------
Ice Ruins West
--------------
POWER BOMB: Find the meltable ice on top of one of the structures (the one
with a few crates on it) and hit it with a Plasma Beam shot, then
drop down in the hole and grab the expansion.
Jump across the next two ledges and hit the ice on the roof of that platform
with a Plasma Beam shot to melt it, then drop in the hole to grab a power bomb
expansion. Jump back out and head through the closest door when you're done.
--------------
Ruins Entryway
--------------
Dodge or fight the Baby Sheegoths in here as you head for the other door.
--------------------
Phendrana Shorelines
--------------------
MISSILE: You'll have to melt some ice on the back side of a pillar near the
edge of the room by the tunnel area with the panel at the back.
MISSILE: Smash the cordite covering on the front of the Chozo fort entrance
with a super missile, then scan what's under it. Enter the morph
ball hole that's revealed and use the spider ball track there to get
the expansion.
Take a right and drop down to the ground, then look around on the backside of
the pillar to find some ice that you can melt with your Plasma Beam. Grab the
missile expansion there, then climb back up the ledges around the outside of
the room. Your goal is the Chozo fort on the other side of the area, which you
can only reach by jumping across the floating platforms.
When you reach it, look for the cordite panel on the wall and destroy it with a
super missile. Scan what's under it, then use the spider ball track that's
revealed and grab the missile expansion. Roll back down the track and go
through the nearby door when you're done.
---------------
Temple Entryway
---------------
Deal with the Bombus on your way to the door on the other side.
----------------
Chozo Ice Temple
----------------
ARTIFACT: Artifact of Sun
Work your way up the ledges until you're at the large Chozo statue, then hit
the ice in its hands with a Plasma Beam shot. Jump onto its hands and enter
morph ball mode, then roll into the tunnel that's revealed. Grab the artifact,
then exit this room via the door you used to enter it.
---------------
Temple Entryway
---------------
Deal with the Bombus again and head out the other door.
--------------------
Phendrana Shorelines
--------------------
Head all the way over to the other side of the room and use the ledges to reach
the door to Ice Ruins Access (above the tunnel thing with the panel at the back
of it).
----------------
Ice Ruins Access
----------------
Deal with the Bombus as you make your way to the other side of the room.
--------------
Ice Ruins East
--------------
MISSILE: Use a Plasma Beam shot to melt the ice on the wall below the door
leading to Plaza Walkway.
MISSILE: Head up the platforms along the room, cross the broken bridge thing,
and examine the roof area to find some spider ball tracks on the part
by the corner. Use them to reach the expansion.
Deal with the Sheegoth or just ignore it as you work your way around the room.
There's some ice on a wall below the door to Plaza Walkway that you can melt
with your Plasma Beam, so go ahead and do it. Grab the missile expansion from
behind it, then jump up on the nearby ledges and make your way over the broken
bridge. The little roof thing that you pass under has a spider ball track
attached to the side near the corner, so find it and follow it to the end,
where you'll find another missile expansion.
Exit the room through the upper door when you've grabbed both expansions.
-------------
Plaza Walkway
-------------
Deal with the drones as you run to the door on the other side of the room.
--------------------
Phendrana Shorelines
--------------------
Take a left and follow the path to the next blue door up here.
--------------
Ruins Entryway
--------------
Ignore the Baby Sheegoths and head out the other door.
--------------
Ice Ruins West
--------------
Do yourself a favor and slaughter the Sheegoth, or it'll knock you off of the
upper ledges with its vibrations. Once you've taken care of it, use the ledges
to reach the Wave Beam door.
-----------------
Courtyard Entrway
-----------------
Dodge the Bombu and the Scarabs as you run to the other door.
----------------
Ruined Courtyard
----------------
Fry the pirates, then make use of the spider ball tracks in the corner to reach
the upper part of this room. Stop to use the save point if you'd like, then
head through the other blue door up here.
-----------------
Quarantine Access
-----------------
Take care of the drones, then head out the other door.
-----------------------
North Quarantine Tunnel
-----------------------
Boost your way along the path as quickly as possible and head out the Wave Beam
door on the other side of the area.
---------------
Quarantine Cave
---------------
Fight or ignore the Sheegoth as you use the spider ball tracks and the
grappling points to reach an upper platform on the opposite side of the room.
Roll into the morph ball tunnel up there.
------------------
Quarantine Monitor
------------------
MISSILE: It's just sitting there for you to grab it.
Grab the missile expansion, then roll back out of this room.
---------------
Quarantine Cave
---------------
Use the grappling points to get over to the Wave Beam door to the left.
-----------------------
South Quarantine Tunnel
-----------------------
Boost your way through here again and head out the other door.
----------------------------------
Transport to Magmoor Caverns South
----------------------------------
Step on the hologram to ride the elevator down.
=== Magmoor Caverns ===
-----------------------------------
Transport to Phendrana Drifts South
-----------------------------------
Just leave through the Wave Beam door, unless you feel like stopping at the
save point behind you.
------------------
Transport Tunnel C
------------------
Dodge the flames as you run to the other door.
-------------------
Magmoor Workstation
-------------------
Deal with the pirates, then head for the blue door to the right.
------------------
Workstation Tunnel
------------------
Drop a power bomb to clear out the rubble on the bridge, then head out the Ice
Beam door on the other side.
------------------------------
Transport to Phazon Mines West
------------------------------
Scan the terminal to activate the elevator, then step on the hologram to ride
it down.
=== Phazon Mines ===
----------------------------------
Transport to Magmoor Caverns South
----------------------------------
Just head out the Ice Beam door in front of you.
----------------
Transport Access
----------------
Nothing of interest, just swing to the other side using the grappling points.
------------------------
Phazon Processing Center
------------------------
LOG: Plasma Trooper
MISSILE: As you're looking directly away from the Ice Beam door in the middle
of the room, you'll see two paths branching out in front of you to
the left and right. Head down the right one until you reach the
wall, then carefully drop off the side of it to land on the platform
directly below it. Drop a power bomb and grab the missile expansion
from behind the wall. Alternatively, you can reach the platform by
the missile expansion using some invisible platforms that you can see
with the X-Ray Visor.
Deal with the turret, then jump on the mobile platform. Look down towards the
Ice Beam door and drop onto the platform in front of it. There's a new kind of
Space Pirate in here, so look down and scan one of them for a Log entry. As
you're looking directly away from the Ice Beam door, you'll see two paths
branching out in front of you to the left and right. Head down the right one
until you reach the wall, then carefully drop off the side of it to land on the
platform directly below it. Drop a power bomb and grab the missile expansion
from behind the wall, then head out the Ice Beam door you were standing by
earlier. (Alternatively, you can reach the platform by the missile expansion
using some invisible platforms that you can see with the X-Ray Visor.)
Don't be tempted by the Plasma Beam door at the bottom of the room - it's a
dead end from this direction for now.
------------------
Maintenance Tunnel
------------------
Roll through the tunnel, using a power bomb when necessary, and head out the
Ice Beam door on the other side.
-------------
Elite Control
-------------
Make your way up to the Ice Beam door in the ceiling and head through it.
-----------------
Ventilation Shaft
-----------------
Nothing of interest here, just drop down and head out the lower door.
--------------
Omega Research
--------------
Fry the pirates in here as you make your way to the Ice Beam door in the floor.
-------------
Dynamo Access
-------------
LOG: Elite Pirate
An Elite Pirate will break out of the wall on your way through here, so scan it
for a Log entry. Hit it with Plasma Beam charge shots until it goes down, then
head out the other door.
--------------
Central Dynamo
--------------
Take care of the pirates here and stop at the nearby save point if you'd like,
then use a power bomb to clear the debris away from the other Ice Beam door.
-------------------
Quarantine Access A
-------------------
You can use the tunnel in the floor to get to the other side of this room if
you'd like, or just hit one of the inner turrets with a super missile to knock
them all out.
--------------------
Metroid Quarantine A
--------------------
MISSILE: Use power bombs on the rocks by the diagonal spider ball tracks to
open a path to the spider ball bridge, then use the nearby invisible
platform (which you can see with your X-Ray Visor) to reach the
missile expansion on a high ledge.
Scan the terminals up here, and one of them will lower the force field that's
blocking the Metroid area. Jump down and fight off the pirates and Metroids,
then head into the Phazon-filled area. Deal with any remaining Metroids, then
jump over to the other side using the invisible platforms above the Phazon pit
(you can see the platforms with your X-Ray Visor).
Take care of the Metroids on this side of the room, then jump on the big
mushroom like thing to reach a platform with some crates on it. Use your X-Ray
Visor again to see a floating platform that you can use to get to the spider
ball tracks, but instead of using them, use a power bomb on the rocks next to
them. Use another one on the other side of the cave, then use the spider ball
bridge to reach the other side of the room. Find one more invisible platform
with your X-Ray Visor, then jump up to the ledge with the missile expansion on
it.
Once you have it, return to the diagonal spider ball tracks and use them to
reach the upper Ice Beam door.
-----------------
Elevator Access B
-----------------
Deal with the Burrowers and head out the Plasma Beam door on the other side.
----------
Elevator B
----------
Scan the terminal to activate the elevator, then step on the hologram to ride
it down. Head out the Plasma Beam door at the bottom.
------------------
Fungal Hall Access
------------------
MISSILE: Underneath one of the big mushroom things at the bottom of the room.
Deal with the pirate, then drop down to the floor and quickly check underneath
the big mushroom thing for a missile expansion. Grab it, then get out of the
Phazon and head out the Plasma Beam door.
-------------
Fungal Hall A
-------------
There're some Hunter Metroids in here, so be prepared to deal with them from a
distance whenever possible. You'll have to work your way through this room by
jumping over the mushroom things sticking out of the walls, then use the Glider
at the far end to grapple your way to the upper door.
--------------------
Phazon Mining Tunnel
--------------------
Use a power bomb to break the rocks blocking the path, then roll through the
morph ball hole. If your ears have gotten good at picking up the sound the
game makes when an item is nearby, you'll probably hear it while you're in
here. Unfortunately, it's down in the Phazon, and it's impossible for you to
survive getting it without an item you don't have yet.
Instead, simply boost your way over the disappearing platforms, then head in
the other direction when you encounter a block that you can bomb. Head out the
Plasma Beam door.
-------------
Fungal Hall B
-------------
This room is very similar to the other Fungal Hall room, except there're
regular Metroids here instead of Hunter Metroids. Work your way over the
fungal growths until you reach the Glider, then grapple it to reach the Plasma
Beam door on the left.
---------------------
Missile Station Mines
---------------------
Use the missile station to stock up on missiles, then return to the previous
room.
-------------
Fungal Hall B
-------------
MISSILE: You can bomb a hole in the floor at the very bottom of the room under
the Plasma Beam door that leads to Quarantine Access B. The missile
expansion is just there waiting for you once you make the hole.
I know it'll be frustrating, but you're going to have to jump down to the floor
to grab a missile expansion before continuing to the next room. Head for the
dead-end section of floor directly underneath the next door you want to go
through, then bomb the floor to find the expansion.
Head back and use the fungus things to reach the Glider again, then grapple
over towards the next door. Be careful not to fall into the gap right before
the door, or you'll have to go through the process again.
-------------------
Quarantine Access B
-------------------
There're some invisible Bombus in this room, so use your X-Ray Visor to see
them. Blast them with Wave Beam shots to get rid of them, then head out the
next door.
--------------------
Metroid Quarantine B
--------------------
LOG: Special Forces
MISSILE: The container thing next to the terminal with the Space Pirate Data
entry on it can be broken with a super missile to reveal a missile
expansion.
Deal with the pirates here, then head for the chasm in the middle of the room.
Take out those pirates from a distance using charged shots, then use the spider
ball tracks on the pillar thing to reach the upper part of the room. Jump and
latch onto the grappling point to swing over the chasm, then scan the terminal
there to drop the force field.
Take out these pirates as well, then scan the nearby terminals for a Log entry.
The nearby container thing can be smashed with a super missile, so hit it with
one and grab the missile expansion from it. Head through the lower Plasma Beam
door when you're done.
--------------------
Save Station Mines C
--------------------
Save your game if you'd like, then return to the previous room.
--------------------
Metroid Quarantine B
--------------------
Use the ramps to get to the upper part of the room and exit via the Plasma Beam
door up there.
---------------------
Elite Quarters Access
---------------------
Deal with the pirate, then melt the ice on the top part of the security gate
with a Plasma Beam shot and head out the door.
--------------
Elite Quarters
--------------
LOG: Omega Pirate
ITEM: Phazon Suit
Slowly approach the stasis chamber until you can scan the pirate inside for a
Log entry, then get closer to the chamber until the Omega Pirate attacks. Wait
for him to do his ground pound attack, then smash one of his four weak spots on
his limbs with a super missile. Once all four are destroyed, he'll summon some
pirates and turn invisible. Try to eliminate some of the pirates as quickly as
you can, then use your X-Ray Visor to find the Omega Pirate as he tries to
absorb Phazon along the outside of the room. Hit him with a super missile
while he's doing it to cause some serious damage.
Repeat the process a few times until he's destroyed, at which time you'll earn
your shiny new Phazon Suit. Use the nearby elevator to reach the upper area
and head out the Plasma Beam door there.
-----------------------------------------------------------------------------
| |
| 1.22) Flamethrower |
| |
-----------------------------------------------------------------------------
------------------------
Processing Center Access
------------------------
ENERGY TANK: Just sitting there waiting for you to take it.
Grab the energy tank, then scan the terminal to open the gate in case you want
to go through it some time. For now though, return to the previous room.
--------------
Elite Quarters
--------------
Drop down to the floor and head out the Plasma Beam door there.
---------------------
Elite Quarters Access
---------------------
Nothing of interest here, just head out the other side.
--------------------
Metroid Quarantine B
--------------------
This room will now be filled with Metroids, so jump down and cross the chasm
quickly. If some Metroids get in your way, blast them before you head out the
door on the other side.
-------------------
Quarantine Access B
-------------------
Use your X-Ray Visor to see the invisible Bombus, or just ignore them if you
prefer. Either way, head out the door on the other side.
-------------
Fungal Hall B
-------------
Slaughter the Metroids in here on your way to the door on the very far side of
the room.
--------------------
Phazon Mining Tunnel
--------------------
ARTIFACT: Artifact of Newborn
This time, you can survive the Phazon in the bottom of the tunnel, so use bombs
to destroy the various rocks along the lower path. Grab the Chozo artifact
from the bottom, then return to the upper part of the tunnel. Boost your way
over the disappearing panels, then head out the upper door.
-------------
Fungal Hall A
-------------
Ignore or fight the Hunter Metroids as you make your way to the door on the far
side of the room.
------------------
Fungal Hall Access
------------------
Invisible Bombus are in here, so use your X-Ray Visor to see them. Once you've
gotten rid of them, jump up the fungal platforms and head out the door.
----------
Elevator B
----------
Step on the hologram to ride the elevator up, then head out the door.
-----------------
Elevator Access B
-----------------
Dodge the Burrowers as you head through the door on the other side of the room.
--------------------
Metroid Quarantine A
--------------------
Simply run through here, fending off Metroids when necessary, until you can go
up the ramps inside the research area to reach the Ice Beam door.
-------------------
Quarantine Access A
-------------------
Blast one of the middle turrets with a super missile to get rid of them all,
then head out the other door.
--------------
Central Dynamo
--------------
Deal with the pirates, then stop at the nearby save point if you'd like. When
you're ready, use the platforms around the room to reach the upper platforms,
then jump your way over to the upper Ice Beam door.
-------------
Dynamo Access
-------------
Nothing of interest here, just run to the other door.
--------------
Omega Research
--------------
Deal with the pirates, then work your way to the upper level and head out the
Ice Beam door by the terminals.
-----------------
Ventilation Shaft
-----------------
Use the halfpipe to boost your way to the upper door.
-------------
Elite Control
-------------
Drop down to the floor and head to the lower Ice Beam door on the right.
--------------------
Elite Control Access
--------------------
Nothing of interest here, just head out the other door.
----------
Elevator A
----------
Step on the hologram and ride the elevator up, then head out the upper door.
-----------------
Elevator Access A
-----------------
Use the spider ball track to reach the upper door.
--------------
Ore Processing
--------------
Drop down to the floor and leave through the door there.
---------------
Research Access
---------------
Use the spider ball track to reach the upper door.
--------------
Elite Research
--------------
LOG: Phazon Elite
ARTIFACT: Artifact of Warrior
Head for the stasis chamber in the center of the room and drop a power bomb in
front of it to release the Phazon Elite, which you should scan for a Log entry.
The pirate's really not hard to beat, just jump over his energy waves and blast
him in the head with charged Plasma shots or whatever else you'd like. When he
goes down, a Chozo artifact will appear where his stasis chamber used to be, so
grab it.
Head out the Ice Beam door in the floor once you've got the artifact.
-----------------
Security Access B
-----------------
Deal with the pirates as you make your way over to the Wave Beam door in the
floor on the other side of the room.
---------------------
Mine Security Station
---------------------
Use a power bomb on the wall to the right, then scan the terminal behind it to
deactivate the force fields farther into the room. Head through the room now
and wipe out the pirates on your way down to the Plasma Beam door, then head
through it.
---------------
Storage Depot A
---------------
ITEM: Flamethrower
Grab the Flamethrower item from the middle of the room, then head back out the
door.
-----------------------------------------------------------------------------
| |
| 1.23) Impact Crater |
| |
-----------------------------------------------------------------------------
---------------------
Mine Security Station
---------------------
Head up the other side of the room this time, deal with the pirates, and head
out the Ice Beam door.
-----------------
Security Access A
-----------------
MISSILE: Use a power bomb on the weak wall near the door to the Main Quarry
and grab the expansion from the small alcove behind it.
Blast your way through the pirates, then use a power bomb on the weak section
of wall at the far side of the room. Grab the missile expansion, then head out
the Ice Beam door next to it.
-----------
Main Quarry
-----------
Fight your way through here, stopping at the nearby save point if you'd like,
and head out the Wave Beam door on the far side of the quarry.
-------------
Quarry Access
-------------
Nothing of interest here, just head out the other door.
-----------------------------------
Transport to Tallon Overworld South
-----------------------------------
Step on the hologram to ride the elevator up.
=== Tallon Overworld ===
------------------------------
Transport to Phazon Mines East
------------------------------
Just leave through the door in front of you.
------------------
Transport Tunnel C
------------------
Deal with the Seedlings on the ground as you head for the other door.
---------------
Great Tree Hall
---------------
Work your way up to the upper section of the room and leave through the Ice
Beam door near the Bloodflower.
------------------
Transport Tunnel D
------------------
Fight your way through the Seedlings and go out the other door.
------------------------------
Transport to Chozo Ruins South
------------------------------
Step on the hologram to ride the elevator up.
=== Chozo Ruins ===
-----------------------------------
Transport to Tallon Overworld South
-----------------------------------
Just leave through the door in front of you.
----------------------
Transport Access South
----------------------
Nothing of interest here, just head out the other door.
---------------
Reflecting Pool
---------------
Drop down and leave through the blue door by the pool.
----------------------
Reflecting Pool Access
----------------------
Another empty room, just head out the other door.
------------------
Hall of the Elders
------------------
Drop down and deal with the Chozo Ghosts, then get up to the three bomb slots
and shoot the red one with a Plasma Beam shot. Drop a bomb in it, then go
through the new Ice Beam door that becomes available.
-------------
Elder Chamber
-------------
ARTIFACT: Artifact of World
Grab the final artifact, then head back out the door.
------------------
Hall of the Elders
------------------
Use the platforms around the outside of the room to get up to where the force
field used to be and head out that blue door.
----------------------
Reflecting Pool Access
----------------------
Nothing here, just head out the other side.
---------------
Reflecting Pool
---------------
Boost your way to the blue door on the right and head through it.
--------------
Save Station 3
--------------
Save your game if you'd like, then roll through the morph ball tunnel and leave
through the door on the other side of it.
----------------------------------
Transport to Tallon Overworld East
----------------------------------
Step on the hologram to ride the elevator down.
=== Tallon Overworld ===
-----------------------------
Transport to Chozo Ruins East
-----------------------------
Just leave through the door in front of you.
------------------
Transport Tunnel C
------------------
Slaughter the enemies, jump over the obstruction, roll under the other side of
it, and leave through the other door.
----------------
Overgrown Cavern
----------------
Stun the weeds in the morph ball area, then boost your way through it quickly
to get to the other side.
------------------
Frigate Crash Site
------------------
Fight or ignore the pirates as you jump down and head for the door on the far
right.
----------------
Waterfall Cavern
----------------
Roll under the obstruction and head out the other door.
------------
Landing Site
------------
Save your game at your ship if you'd like, then
-----------
Temple Hall
-----------
Deal with the Seedlings on the ceiling and head out the other door.
-----------------------
Temple Security Station
-----------------------
Nothing here, just follow the path to the door on the other side.
------------
Temple Lobby
------------
Nothing here either, just head through the door at the other end of the hall.
---------------
Artifact Temple
---------------
LOG: Meta Ridley
Head to the left and follow the path until you're standing on the main area of
the temple. Meta Ridley will approach, so be prepared to scan him for a Log
entry. Dodge his attacks when necessary, but keep your eyes open for when he
hovers in a stationary position. Hit him with super missiles as fast as you
can, and eventually, he'll start flying around the temple.
Continue dodging his attacks until he holds still again, then hit him with some
more super missiles. When you get him down to about a quarter of his health,
his wings will be destroyed and he'll be forced to finish the rest of the fight
on the main temple area. He'll do a lot of lunge attacks at you, so be ready
to quickly sidestep out of his way. To damage him now, you'll have to stun him
in the mouth to make him stumble, then hit the spot on his chest. I suggest
super missiles if you have the time.
Once he's dealt with, the path to the Impact Crater will be open. You might
want to backtrack to your ship to resupply your missiles if you used too many
of them, but otherwise, just step into the blue light to proceed.
=== Impact Crater ===
------------------
Crater Entry Point
------------------
Use the nearby save point if you'd like, then continue out the Plasma Beam door
on the side of the room.
---------------
Crater Tunnel A
---------------
LOG: Lumigek
Scan the small enemies crawling around for a Log entry, then head out the door
on the other side of the room.
-----------
Phazon Core
-----------
LOG: Fission Metroid
Scan one of the Metroids in here for a new Log entry, then blast it until it
splits in half. The halves will be one of four colors (yellow, white, purple,
or red), and depending on what color it is, you'll only be able to use that
specific beam to destroy it. Luckilly, power bombs also work wonders. Work
your way up the platforms around the outside of the room, and when Metroids
threaten to knock you off, make good use of your power bombs to get rid of them
quickly.
If you move quickly, you'll reach the Plasma Beam door to the missile station
well before you run out of power bombs.
----------------------
Crater Missile Station
----------------------
Resupply your missiles, then return to the previous room.
-----------
Phazon Core
-----------
Take a left and follow the ledge until you run into some more Metroids. Two
will attack from the front, but another will also attack from the rear, so be
ready to slaughter them all with a power bomb. Head up the next series of
floating platforms until you reach the central pillar, then follow the path to
the second Plasma Beam door.
---------------
Crater Tunnel B
---------------
You can use the spider ball tracks here to get to the door on the other side if
you really want, but the stuff on the floor really won't hurt you much if you
want to just jump over there quickly.
-----------------------
Phazon Infusion Chamber
-----------------------
Simply walk into this room until Metroid Prime leaves, then follow it.
--------------
Subchamber One
--------------
LOG: Metroid Prime
Scan Metroid Prime for a new Log entry, then observe what color it is and
switch your beam to match it. You'll only be able to damage it by hitting it
in the head with weapons based off of the correct beam, so continue watching
for color changes throughout the battle and switch your beam accordingly. Ice
Spreader works wonderfully whenever Metroid Prime turns white, so make sure you
remember to use it when you get the chance.
After enough damage, Metroid Prime will dive through a hole in the floor, and
Samus will follow it.
--------------
Subchamber Two
--------------
Continue the fight in this chamber using the same methods as before. Metroid
Prime will dive through the floor again once you've caused enough damage.
----------------
Subchamber Three
----------------
Same thing here, too. Continue fighting using the same tactics you were using
before, but you'll also have to watch out for airborne attacks now. Metroid
Prime will occasionally launch spherical objects that will very slowly lock
onto you, but you can destroy them before they reach you if you're quick. You
can lock onto them, too, which will help make things easier.
Once enough damage is done, Metroid Prime will dive through the floor again.
---------------
Subchamber Four
---------------
Metroid Prime will be much more aggressive now, but the same strategies you've
been using will still work. Once you've completely drained its energy, it'll
dive through one last wall. Follow it down.
---------------
Subchamber Five
---------------
You don't actually do anything here, it's just an empty room on the map that
you fall through on your way to the next room.
------------------
Metroid Prime Lair
------------------
LOG: Metroid Prime
Scan Metroid Prime again for a new Log entry, which should be your final one to
reach 100%.
To fight Metroid Prime this time, you'll have to stand in the puddles of Phazon
it leaves on the ground. When you're standing in the puddle, your beam will
channel the Phazon into a Phazon Beam, which you can use to damage Metroid
Prime.
Aside from jumping over the energy waves it sends at you, you just need to keep
track of it when there's no Phazon for you to use. Depending on its attack
phase, Metroid Prime might be visible with your normal visor, your X-Ray Visor,
or your Thermal Visor, so you might have to switch back and forth if you don't
see it right away.
When it summons a new pool of Phazon, some Metroids will usually accompany it.
Be ready to smash them with super missiles right away, or use a power bomb if
you can spare one (though you should save those for the Fission Metroids it'll
summon late in the fight).
When you finally destroy it, the game will end on its own. If you've been
following this guide completely, you should end with 100% item completion and
100% scan completion.
-----------------------------------------------------------------------------
| |
| 2.00) Chozo Artifacts |
| |
-----------------------------------------------------------------------------
You'll need to collect all twelve of the Chozo Artifacts to gain entrance to
the Impact Crater near the end of the game. Scanning the various statues in
the Artifact Temple (near your ship's landing site) will give you clues about
the locations of many of the artifacts, but who needs clues when you can just
read about them in a guide, right?
-----------------
Artifact of Truth
-----------------
FOUND: Artifact Temple (Tallon Overworld)
You'll find this one just sitting in the middle of the Artifact Temple waiting
for you to take it.
-----------------
Artifact of Chozo
-----------------
FOUND: Life Grove (Tallon Overworld)
Once you've gotten the X-Ray Visor from this room, you can use it to smash some
of the walls to work your way out of the room. After fending off some Chozo
Ghosts, roll into the water and look around for a small circular panel with a
Chozo icon on it. Bomb the panel, then use the spinner on the bottom of the
pillar that shows up. The artifact will appear once you've used the spinner.
---------------------
Artifact of Lifegiver
---------------------
FOUND: Tower Chamber (Chozo Ruins)
Once you've got the Gravity Suit, you can reach the Tower Chamber through a
door in the water at the bottom of the Tower of Light. The artifact is just
sitting in the Tower Chamber waiting for you to take it.
----------------
Artifact of Wild
----------------
FOUND: Sunchamber (Chozo Ruins)
The front entrance of this room will be sealed after you get your Gravity Suit
from it early in the game, but you'll be able to revisit it later. Once you
slaughter the Chozo Ghosts inside, you'll be able to take the artifact from the
top of the huge flower in the middle of the room.
------------------
Artifact of Nature
------------------
FOUND: Lava Lake (Magmoor Caverns)
One of the pillars in this room can be destroyed with a super missile, and the
artifact's just waiting for you inside of it. You can see through the pillar
with your X-Ray Visor if you need some help finding it.
--------------------
Artifact of Strength
--------------------
FOUND: Warrior Shrine (Magmoor Caverns)
You can reach this room through a door high up in Monitor Station. The
artifact is just sitting on a statue waiting for you to take it.
------------------
Artifact of Spirit
------------------
FOUND: Storage Cave (Phendrana Drifts)
The Storage Cave can be accessed through a Plasma Beam door high up in
Phendrana's Edge. You'll have to use a power bomb to destroy a wall in front
of the door, so use your X-Ray Visor to see it if necessary. The artifact is
just sitting in the Storage Cave waiting for you to grab it.
-----------------
Artifact of Elder
-----------------
FOUND: Control Tower (Phendrana Drifts)
You can melt some ice in the small room above the door to the East Tower, and
when you look out the window where the ice was, you should see some explosive
canisters attached to a tall structure. Hit them with a missile, and the tower
will fall, giving you access to a morph ball tunnel that will lead to the
artifact.
---------------
Artifact of Sun
---------------
FOUND: Chozo Ice Temple (Phendrana Drifts)
Once you have the Plasma Beam, you'll be able to melt the ice on the huge Chozo
statue's hands high up in this room. Stand on the hands and enter morph ball
mode, then roll into the passage that opens up to grab the artifact.
-------------------
Artifact of Newborn
-------------------
FOUND: Phazon Mining Tunnel (Phazon Mines)
When you have your Phazon Suit, you'll be able to survive in the Phazon at the
bottom of this room. Roll down there and bomb your way through the blocks
until you reach the artifact.
-------------------
Artifact of Warrior
-------------------
FOUND: Elite Research (Phazon Mines)
Use a power bomb on the huge stasis chamber to free the Phazon Elite, then grab
the artifact from where the stasis chamber used to be once the Phazon Elite has
been eliminated.
-----------------
Artifact of World
-----------------
FOUND: Elder Chamber (Chozo Ruins)
In the Hall of Elders, use the bomb slot with the Plasma Beam shield on it,
then go through the door that's revealed to enter the Elder Chamber. The
artifact is just waiting for you to take it in there.
-----------------------------------------------------------------------------
| |
| 3.00) Expansions |
| |
-----------------------------------------------------------------------------
For the sake of simplicity, I've listed the expansions in the following three
sections in the same order that you'd get them in if you were playing the game
along the same path that I took when I wrote this guide.
The quick list sections farther down in this guide have the expansions sorted
by area if you'd prefer to look at them that way.
-----------------------------------------------------------------------------
| |
| 3.01) Missile Expansions |
| |
-----------------------------------------------------------------------------
There're 49 missile expansions in the game, and the original missile launcher
gives you five missiles as well. Therefore, when you've found all of the
expansions in the game, you should have a total of 250 missiles.
--------------
Ruined Gallery (Chozo Ruins)
--------------
Use a missile to smash the weak wall in the lower area.
------------------
Watery Hall Access (Chozo Ruins)
------------------
Take out the fake wall near the toxic water with a missile.
---------
Burn Dome (Chozo Ruins)
---------
Use a bomb to destroy the small section of wall on the opposite side of the
room from the door to find an alcove with the expansion in it.
--------------
Gathering Hall (Chozo Ruins)
--------------
As soon as you come out of the door from East Atrium, use a double bomb jump on
one of the red lights to get to the platform above the door. Use a bomb to
break the wall and grab the expansion.
If you can't manage to pull off the double bomb jump, you can always come back
and get this expansion after you have the Space Jump Boots.
-----
Vault (Chozo Ruins)
-----
Use your bombs to activate the three bomb slot things on the metal grate to
raise it, then grab the expansion from the middle of the room.
--------------
Ruined Nursery (Chozo Ruins)
--------------
Start by entering the morph ball area on the wall near the door to Eyon Tunnel
and destroying the weak block there. Get out and get to the upper area by the
door to North Atrium next, and get into the other part of the morph ball area
to the right of the door. Follow it to the missile expansion, using bombs when
necessary.
--------------
Ruined Gallery (Chozo Ruins)
--------------
Enter the morph ball tunnel in the lower area, and it's yours.
--------------
Storage Cavern (Magmoor Caverns)
--------------
It's just sitting there for you to take it. To reach the door that leads to
the Storage Cavern, you'll have to find the path in the floor of the Triclops
Pit and follow it to the other side.
------------
Fiery Shores (Magmoor Caverns)
------------
If you enter the morph ball tunnel near the platform in the middle of the lava
and move through it, you'll fall out right next to a narrow path up against a
wall. Roll along it, then use your bombs to boost your way up to the
scaffolding, where you'll find the expansion.
------------------
Transport Tunnel B (Tallon Overworld)
------------------
It's just waiting for you under the bridge thing in the middle of the room,
just drop down there and grab it.
------------
Landing Site (Tallon Overworld)
------------
Check behind your ship for a small morph ball path, where you'll find a missile
expansion.
-------------------
Research Lab Aether (Phendrana Drifts)
-------------------
Find the small platform on the wall on one of the ramp corners, jump up to it,
and roll over the narrow path to reach the expansion.
------------------
Research Lab Hydra (Phendrana Drifts)
------------------
Use a super missile to smash a solid specimen containment unit on the upper
area.
----------
Main Plaza (Chozo Ruins)
----------
Use the halfpipe in the middle of the room to boost your way to it.
----------
Main Plaza (Chozo Ruins)
----------
Hit the weak spot on the large tree with a super missile to break a hole in it,
then jump in the hole from the platform on the upper level by the bridge.
---------------
Ruined Fountain (Chozo Ruins)
---------------
Get in the fountain in morph ball mode, then use the Spider Ball track on the
ceiling to reach the expansion.
------
Dynamo (Chozo Ruins)
------
Use a missile on the metal grate on the wall and grab the expansion.
------
Dynamo (Chozo Ruins)
------
Use the Spider Ball track to get to the upper part of the room, and you'll be
able to grab the expansion.
--------
Crossway (Chozo Ruins)
--------
Smash the weak statue thing near the lore entries, then scan the panel behind
it. Use the halfpipe to get up to the Spider Ball track that's activated, drop
a bomb in the bomb slot, and repeat the process on the Spider Ball track and
bomb slot on the other side of the halfpipe. Use the piston thing that's
activated to reach the expansion in the corner.
----------------
Overgrown Cavern (Tallon Overworld)
----------------
It's just waiting for you in the middle of the room.
------------------
Frigate Crash Site (Tallon Overworld)
------------------
It's in an underwater alcove near the middle of the room, you'll need your
Gravity Suit to get it.
---------------------
Biohazard Containment (Tallon Overworld)
---------------------
Use a super missile on the weak contianment unit door on the lower level and
grab the missile expansion from it.
-----------
Main Quarry (Phazon Mines)
-----------
Climb all the way to the top of the room via the walkways and ledges along the
outside, then look for the power conduit that activates the crane controls
using your Thermal Visor. Once you've charged the conduit, enter the crane
control room with the force fields around it and scan the controls to move the
crane. Use the Spider Ball track on the crane's arm to move towards the alcove
with the missile expansion in it.
--------------
Elite Research (Phazon Mines)
--------------
At the top of the room, use the Spinner and the mounted laser cannon to destroy
the weak sections of wall along the outside of the room.
--------------------
Elite Control Access (Phazon Mines)
--------------------
Use your Thermal Visor to see a panel on the ceiling, which you can destroy to
reveal a missile expansion.
-----------------
Life Grove Tunnel (Tallon Overworld)
-----------------
When you get to the halfpipe area, get to the top of it and use a bomb in the
middle to make a hole. Drop in it to grab the expansion.
------------------
Great Tree Chamber (Tallon Overworld)
------------------
Just grab it, it's sitting in the middle of the room for you. To get to the
Great Tree Chamber, you'll need to use an invisible platform in the Great Tree
Hall (which you'll be able to see with your X-Ray Visor).
-------
Furnace (Chozo Ruins)
-------
Use a power bomb on the large weak spot on the floor, then use the halfpipe to
boost your way to the magnetic rails on the ceiling. Use these rails to work
your way over to the missile expansion. You'll have to make use of your bombs
as well as some tricky falls to reach it, and you'll have to roll across some
non-magnetic sections.
-----------
Watery Hall (Chozo Ruins)
-----------
In the back part of the room by the huge roots coming out of the water, you can
find a hidden passage underneath the water. Jump down there and find it, then
space jump out of the water at the end of the path and grab the expansion.
-----------------------
Training Chamber Access (Chozo Ruins)
-----------------------
When you reach the door leading to the Training Chamber, enter morph ball mode
and roll into the red vines along the wall to find a hidden morph ball tunnel.
----------
Main Plaza (Chozo Ruins)
----------
Use the grappling point high up in the air to swing over to the ledge with the
missile expansion on it.
-------------
Ruined Shrine (Chozo Ruins)
-------------
Use a bomb on the small weak spot on the wall in the main area to reach an
alcove with a missile expansion in it.
-------------
Ruined Shrine (Chozo Ruins)
-------------
Use the halfpipe to reach a morph ball tunnel in the upper area that leads to a
small alcove with a missile expansion in it.
------------
Triclops Pit (Magmoor Caverns)
------------
Find the invisible platforms with your X-Ray Visor and use them to reach the
pillar in the middle of the room. Hit it with a super missile to find the
expansion.
---------
Root Cave (Tallon Overworld)
---------
Climb up towards the Plasma Beam door using your X-Ray Visor to see invisible
platforms when necessary, then examine the wall closest to the final platform
before the Plasma Beam door to see a hidden alcove with the missile expansion
in it.
-------------
Arbor Chamber (Tallon Overworld)
-------------
It's just sitting in the middle of the room for you to take it. You'll have to
use some invisible platforms (which you can see with your X-Ray Visor) in the
Root Cave to reach the Plasma Beam door leading to the Arbor Chamber.
---------------
Gravity Chamber (Phendrana Drifts)
---------------
Use a Plasma Beam shot on the ice on the ceiling to reveal a grapple point,
which you can use to swing to the missile expansion.
----------
Frost Cave (Phendrana Drifts)
----------
Use the Glider high up in the room to grapple over to the ledge near where the
pile of crates is, then look up to the ceiling to find a weak spike hanging
down. Hit it with a missile, then drop into the water and grab the expansion.
--------------------
Phendrana Shorelines (Phendrana Drifts)
--------------------
You'll have to melt some ice on the back side of a pillar near the edge of the
room by the tunnel area with the panel at the back.
--------------------
Phendrana Shorelines (Phendrana Drifts)
--------------------
Smash the cordite covering on the front of the Chozo fort entrance with a super
missile, then scan what's under it. Enter the morph ball hole that's revealed
and use the spider ball track there to get the expansion.
--------------
Ice Ruins East (Phendrana Drifts)
--------------
Use a Plasma Beam shot to melt the ice on the wall below the door leading to
Plaza Walkway.
--------------
Ice Ruins East (Phendrana Drifts)
--------------
Head up the platforms along the room, cross the broken bridge thing, and
examine the roof area to find some spider ball tracks on the part by the
corner. Use them to reach the expansion.
------------------
Quarantine Monitor (Phendrana Drifts)
------------------
It's just sitting there for you to grab it. Quarantine Monitor can only be
accessed through a morph ball tunnel high up on a ledge in the Quarantine Cave,
which you'll have to use your grappling beam to reach.
------------------------
Phazon Processing Center (Phazon Mines)
------------------------
As you're looking directly away from the Ice Beam door in the middle of the
room, you'll see two paths branching out in front of you to the left and right.
Head down the right one until you reach the wall, then carefully drop off the
side of it to land on the platform directly below it. Drop a power bomb and
grab the missile expansion from behind the wall. Alternatively, you can reach
the platform by the missile expansion using some invisible platforms that you
can see with the X-Ray Visor.
--------------------
Metroid Quarantine A (Phazon Mines)
--------------------
Use power bombs on the rocks by the diagonal spider ball tracks to open a path
to the spider ball bridge, then use the nearby invisible platform (which you
can see with your X-Ray Visor) to reach the missile expansion on a high ledge.
------------------
Fungal Hall Access (Phazon Mines)
------------------
Underneath one of the big mushroom things at the bottom of the room.
-------------
Fungal Hall B (Phazon Mines)
-------------
You can bomb a hole in the floor at the very bottom of the room under the
Plasma Beam door that leads to Quarantine Access B. The missile expansion is
just there waiting for you once you make the hole.
--------------------
Metroid Quarantine B (Phazon Mines)
--------------------
The container thing next to the terminal with the Space Pirate Data entry on it
can be broken with a super missile to reveal a missile expansion.
-----------------
Security Access A (Phazon Mines)
-----------------
Use a power bomb on the weak wall near the door to the Main Quarry and grab the
expansion from the small alcove behind it.
-----------------------------------------------------------------------------
| |
| 3.02) Energy Tanks |
| |
-----------------------------------------------------------------------------
There're 14 energy tanks in the game.
----------------------
Transport Access North (Chozo Ruins)
----------------------
It's just sitting in the middle of the room for you to grab it.
-------
Furnace (Chozo Ruins)
-------
Roll through the lower tunnels until you reach the main empty area, where
you'll find the energy tank just sitting there for you.
----------
Main Plaza (Chozo Ruins)
----------
You can just grab it from the ledge if you enter the Main Plaza from Plaza
Access.
------------------
Transport Tunnel A (Magmoor Caverns)
------------------
You'll have to use a series of double bomb jumps to move your way to the
upper-left part of this tunnel.
----------------
Ruined Courtyard (Phendrana Drifts)
----------------
Activate both spinners in the lower part of the room, then use the bomb slot to
fill the room with water. Head to the tunnel in the wall on the opposite side
of the room via the floating platforms, then enter it and grab the energy tank.
-------------------
Research Lab Aether (Phendrana Drifts)
-------------------
Shatter one of the containment units in the main part of the room and grab it
from inside.
-------------------
Magmoor Workstation (Magmoor Caverns)
-------------------
Activate the three Wave Beam targets along the outer walls using your Thermal
Visor, then get under the grated floor area and head for the light colored
gate. Scan the thing on the wall back there, then quickly roll out to the
green gate. Scan the thing on the wall here as well, then quickly roll out and
head through the purple gate to find the energy tank.
--------------------------------
Cargo Freight Lift to Deck Gamma (Tallon Overworld)
--------------------------------
Smash the grate on the lift at the bottom of this room with a missile, and the
energy tank will be yours.
-------------------
Hydro Access Tunnel (Tallon Overworld)
-------------------
Use the water jets in the middle of the morph ball area to perform really high
bomb jumps to reach the uppermost area. The timing will take a little bit of
practice, but basically, you just have to lay a new bomb when you're almost at
the top of your boost from the previous bomb, then continue the process until
you reach the energy tank at the top.
-----------------
Ventilation Shaft (Phazon Mines)
-----------------
Use a power bomb on the weak spot in the floor, then roll through the tunnel
and scan the terminal on the other side to activate the fan. Exit the tunnel
and grab the energy tank from where the grate used to be.
------------------
Hall of the Elders (Chozo Ruins)
------------------
Use your Ice Beam to gain access to the white bomb slot above and behind the
large Chozo statue, then turn into a ball on the Chozo statue's hands to get to
the alcove with the energy tank.
----------------
Training Chamber (Chozo Ruins)
----------------
Use the halfpipe in the middle of the room to reach the bomb slot that
activates the piston thing on the wall, then quickly use the piston to reach
the spider ball tracks on the ceiling. Follow them to the energy tank.
----------------
Transport Access (Phendrana Drifts)
----------------
Use the Plasma Beam to break the ice off of the morph ball path on the wall,
then just grab the energy tank.
------------------------
Processing Center Access (Phazon Mines)
------------------------
It's just sitting there waiting for you to take it if you enter the room from
Elite Quarters.
-----------------------------------------------------------------------------
| |
| 3.03) Power Bomb Expansions |
| |
-----------------------------------------------------------------------------
There're only 4 power bomb expansions in the game, and you'll start with a
stock of four when you first get the Power Bomb item. Therefore, you should
have a total of 8 power bombs once you've found all of the expansions.
----------
Magma Pool (Chozo Ruins)
----------
Use a power bomb to destroy the large section of weak wall by the Wave Beam
door and grab the expansion.
------------
Fiery Shores (Magmoor Caverns)
------------
Use a power bomb on the weak spot on the floor in front of the Chozo statue in
the Warrior Shrine, then roll through the tunnel into Fiery Shores. The
expansion is just sitting there for you.
-------------
Security Cave (Phendrana Drifts)
-------------
It's just sitting there for you to take it. You can reach this room via a
tunnel at the top of Phendrana's Edge.
--------------
Ice Ruins West (Phendrana Drifts)
--------------
Find the meltable ice on top of one of the structures (the one with a few
crates on it) and hit it with a Plasma Beam shot, then drop down in the hole
and grab the expansion.
-----------------------------------------------------------------------------
| |
| 4.00) Quick Expansion Lists |
| |
-----------------------------------------------------------------------------
The previous sections listed the expansions in the order you'd encounter them
if you were playing the game along a path close to the one I used when I wrote
the guide, and information was included with each entry to tell you how to get
the expansion.
In the following sections, I'll simply break down each type of expansion by
area, with the names of each room in each area listed alphabetically (numbers
after a room's name mean that the room contains more than one of a specific
type of expansion).
-----------------------------------------------------------------------------
| |
| 4.01) Quick Missile Expansion List |
| |
-----------------------------------------------------------------------------
There're 49 missile expansions in the game, and the original missile launcher
gives you five missiles as well. Therefore, when you've found all of the
expansions in the game, you should have a total of 250 missiles.
================
Tallon Overworld
================
- Arbor Chamber
- Biohazard Containment
- Frigate Crash Site
- Great Tree Chamber
- Landing Site
- Life Grove Tunnel
- Overgrown Cavern
- Root Cave
- Transport Tunnel B
===========
Chozo Ruins
===========
- Burn Dome
- Crossway
- Dynamo [1]
- Dynamo [2]
- Furnace
- Gathering Hall
- Main Plaza [1]
- Main Plaza [2]
- Main Plaza [3]
- Ruined Fountain
- Ruined Gallery [1]
- Ruined Gallery [2]
- Ruined Nursery
- Ruined Shrine [1]
- Ruined Shrine [2]
- Training Chamber Access
- Vault
- Watery Hall
- Watery Hall Access
===============
Magmoor Caverns
===============
- Fiery Shores
- Storage Cavern
- Triclops Pit
================
Phendrana Drifts
================
- Frost Cave
- Gravity Chamber
- Ice Ruins East [1]
- Ice Ruins East [2]
- Quarantine Monitor
- Phendrana Shorelines [1]
- Phendrana Shorelines [2]
- Research Lab Aether
- Research Lab Hydra
============
Phazon Mines
============
- Elite Control Access
- Elite Research
- Fungal Hall Access
- Fungal Hall B
- Main Quarry
- Metroid Quarantine A
- Metroid Quarantine B
- Phazon Processing Center
- Security Access A
-----------------------------------------------------------------------------
| |
| 4.02) Quick Energy Tank List |
| |
-----------------------------------------------------------------------------
There're 14 energy tanks in the game.
================
Tallon Overworld
================
- Cargo Freight Lift to Deck Gamma
- Hydro Access Tunnel
===========
Chozo Ruins
===========
- Furnace
- Hall of the Elders
- Main Plaza
- Training Chamber
- Transport Access North
===============
Magmoor Caverns
===============
- Magmoor Workstation
- Transport Tunnel A
================
Phendrana Drifts
================
- Research Lab Aether
- Ruined Courtyard
- Transport Access
============
Phazon Mines
============
- Processing Center Access
- Ventilation Shaft
-----------------------------------------------------------------------------
| |
| 4.03) Quick Power Bomb Expansion List |
| |
-----------------------------------------------------------------------------
There're only 4 power bomb expansions in the game, and you'll start with a
stock of four when you first get the Power Bomb item. Therefore, you should
have a total of 8 power bombs once you've found all of the expansions.
===========
Chozo Ruins
===========
- Magma Pool
===============
Magmoor Caverns
===============
- Fiery Shores
================
Phendrana Drifts
================
- Ice Ruins West
- Security Cave
-----------------------------------------------------------------------------
| |
| 5.00) Log Book |
| |
-----------------------------------------------------------------------------
For a "complete" game, you'll have to scan all sorts of things as you play to
fill all the spots in your Log Book. Some things can always be found and
scanned, but other things can only be scanned during a certain period during
the game. It is therefore very important that you're always on the lookout for
things to scan.
The following sections have every Log Book entry with its entire text blurb as
well as the location where you can scan it. If you're only interested in a
quick list with none of the extra information, head to section 6 of this guide.
Please note that these entries are listed in the same order that they appear
inside your log book, which is not necessarily the order you'll find them as
you progress through the game.
-----------------------------------------------------------------------------
| |
| 5.10) Pirate Data |
| |
-----------------------------------------------------------------------------
Pirate Data entries can only be found in one specific location, which is the
location I've listed after each entry's name.
=============
Metroid Prime [Elite Control - Phazon Mines]
=============
Space Pirate encrypted data decoded.
- Log 11.156.9
Test subject Z-d, hereafter referred to as Metroid Prime, was recently
discovered in a cavern by mining crews. It quickly dispatched the miners, but
was eventually contained by security units and drones. Once contained, we were
able to begin studies upon Metroid Prime. The results have been astonishing.
It is genetically similar to Metroids, albeit on a highly evolved level. It
displays a limitless capacity for Phazon infusion and shows no Phazon-based
degeneration whatsoever. It continues to grow in size, and while it has
manifested some psychotic behavior, the cold fields we use to pacify remain
effective. Authorization for advanced studies on Metroid Prime have been
approved.
=============
Mining Status [Research Lab Hydra - Phendrana Drifts]
=============
Space Pirate encrypted data decoded.
- Log 10.587.7
Mining operations have begun near the crater where Phazon appears to be most
concentrated. Daily Phazon yields have increased 44%, and our mining system
becomes more streamlined as personnel and equipment flows increase. Several
incidents of Phazon-induced madness have been reported, prompting augmented
life-support regulations in the deeper chambers. Symptoms include loss of
equilibrium, erratic respiration, muscle spasms, and in the most extreme cases,
hallucinations. A timeline reassessment for the refinery operation is
recommended, as the material proves more unstable than initial analysis
indicated.
=============
Artifact Site [Temple Security Station - Tallon Overworld]
=============
Space Pirate encrypted data decoded.
- Log 10.308.0
Field team reports are in on an aged structure of alien design built on the
surface of Tallon IV. Studies show this structure projects a containment
field. This field bars access to a prime source of energy within a deep
crater. Science Team believes the field is powered by a number of strange
Chozo Artifacts. We have found some of these relics and studies on them have
begun. As this field could hinder future energy production operations on
Tallon IV, we must dismantle it as soon as possible. If this means the
destruction of the Chozo Artifacts, it will be done.
==============
Special Forces [Metroid Quarantine B - Phazon Mines]
==============
Space Pirate encrypted data decoded.
- Log 11.369.4
As we continue to observe the development of Project Helix's Elite Pirates, it
becomes increasingly obvious that these warriors will usher in a new era of
Space Pirate dominance. They are incredibly resistant to damage, and their
ability to transport and wield so many weapons at once makes them the ideal
mainstays of our ground forces. Though they are not as quick as typical
Pirates, it makes little difference. With a platoon of Elite Pirates in the
vanguard of an army of normal and Flying Pirates, we will have a
near-indestructible backbone that should turn the tide in any engagement.
==============
Metroid Forces [Research Lab Aether - Phendrana Drifts]
==============
Space Pirate encrypted data decoded.
- Log 11.550.6
Studies of Metroid biology continue, though with limited progress. It seems
likely that we will be much more successful using the Metroids for our means
rather than trying to reproduce their powers. If they could be adequately
tamed, we would have no need of a proper understanding of their metabolism. A
small force of disciplined Metroids could wipe out entire armies, and once we
find a way to shield them from cold-containment weapons, they will be
invincible. Furthermore, if we could then harvest the energy they'd consumed,
we would have a near-limitless source of power at our disposal.
=============
Chozo Studies [Elite Control - Phazon Mines]
=============
Space Pirate encrypted data decoded.
- Log 11.440.4
Results are in from field studies on extinct bioform group Chozo. We believe
that Tallon IV was once a stronghold in a great Chozo empire, brought low by
the meteor strike. Planetary devastation brought an end to the Chozo, yet
remnants of their society remain. We are studying these relics in an attempt
to harness their power. What is of no use to us, we destroy. In time, we
shall have all we need from this dead race, and shall wipe this planet clean
of their ugly Ruins. The dead should serve the living, not hinder them.
=============
Fall of Zebes [Biohazard Containment - Space Pirate Frigate]
=============
Space Pirate encrypted data decoded.
- Log 09.992.3
Zebes has fallen. All ground personnel are presumed dead, either killed by the
Hunter clad in metal or in the subsequent destruction of the underground
facilities. Our research frigates Orpheon, Siriacus and Vol Paragom were in
orbit at zero hour and managed to retreat. Frigate Orpheon is now docked at
Vortex Outpost. Orpheon's cargo appears to have a 100% survival rate:
Metroids are healthy but on restricted feeding schedules due to uncertain
supply status. We are ready to begin research on the Metroids and other
promising life-forms. Security status remains at Code Blue: no signs of
pursuit from the Hunter.
===============
Prime Mutations [Elite Control - Phazon Mines]
===============
Space Pirate encrypted data decoded.
- Log 11.402.5
Metroid Prime continues to feed and grow ever larger in the impact crater
caves. Its hunger knows no bounds, and it has begun to manifest unusual
mutations since its breach. These include armor plating on its epidermis and
mechanical outgrowths that generate defense screens. These screens render it
invulnerable to most weapon systems, but a flaw in the mutation leads to
increased vulnerability to certain weapons. It compensates for this by
shifting the screens quickly. This latest development concerns Security units
greatly: they feel it's a matter of time before Prime corrects this defect and
renders itself invulnerable to all weaponry. Containment would be nigh
impossible if this were to occur.
=================
Security Breaches [Research Lab Hydra - Phendrana Drifts]
=================
Space Pirate encrypted data decoded.
- Log 10.712.1
Most terraforming and retrofitting of security checkpoints on Tallon IV is
complete, but we continue to research the alarming epidemic of breaches by
local creatures. Door records show no unauthorized entries, so we must presume
the creatures are either slipping in undetected during daily personnel moves or
else finding their way in through subterranean tunnels. We have found many
small breaches of this latter sort and plug them whenever we can, but it is
unlikely that we will ever achieve full extermination within our current
timetable.
===============
Phazon Analysis [Research Lab Hydra - Phendrana Drifts]
===============
Space Pirate encrypted data decoded.
- Log 10.344.8
We have codified the newfound energy source as Phazon, a V-index mutagen of
which we have very little reliable data. Indications point to a meteor of
unknown origin impacting approximately 20 years ago, expelling Phazon into the
environment. This material appears to possess lifelike characteristics,
mutating organic life-forms strong enough to withstand its poison. These
mutations appear promising, with abrupt evolutionary leaps appearing in
single-generation reproduction. Plans to establish a full Science Team on
Tallon IV are being finalized.
============
Omega Pirate [Omega Research - Phazon Mines]
============
Space Pirate encrypted data decoded.
- Log 11.232.8
Elite Pirate Upsilon's propensity for Phazon has enabled our research team to
infuse it far beyond our safety restrictions, and the results have been
extremely encouraging. Its constant Phazon diet has increased its mass
exponentially, but it has retained all mental faculties and shows dexterity
with all Elite weaponry, including Plasma Incendiary Launchers and the
Chameleon Manta issued for cloaking purposes. Elite Pirate Upsilon exhibits
miraculous healing abilities: when injured, it seeks out Phazon deposits and
coats itself in the substance, which instantly mends the creature's wounds.
The subject, which we are code-naming Omega Pirate based on these developments,
shows potential to be a new standard for our armies. Our only concern at this
point is its potential overdependence on Phazon.
=======
Contact [Observatory - Phendrana Drifts]
=======
Encrypted data found. Downloading to Log Book...
- Log 10.299.2
Scans of the Spiral Sector detected a massive energy spike emanating from a
Wanderer-class planet identified as Tallon IV. Scout reconnaissance was
immediately dispatched to the center of the spike, a land mass at heading mark
40.08.02, returning with planetary samples and atmospheric imaging. Analysis
shows the energy source to be an unstable radioactive material of enormous
potential. We are unable to form an accurate risk-assessment at this time, but
we are unlikely to find an energy source this powerful again. Analysis will
continue, but currently Tallon IV appears to be a viable secondary
headquarters.
============
Chozo Ghosts [Elite Control - Phazon Mines]
============
Space Pirate encrypted data decoded.
- Log 11.664.2
There have been numerous incidents involving spectral entities at Chozo Ruins
sites. Several personnel have been assaulted by these Chozo Ghosts: few have
survived. Survivors speak of swift attacks from nowhere, brief sightings of
the enemy, then nothing, only to be followed by another attack. Science Team
believes these attacks are in response to our efforts to recover Chozo relics
and Artifacts. Somehow, these entities are able to interact with the physical
world, and it appears they wish to keep their Artifacts to themselves. We will
make them pay for such arrogance, for even ghosts can be destroyed.
============
Prime Breach [Elite Control - Phazon Mines]
============
Space Pirate encrypted data decoded.
- Log 11.377.1
Subject Metroid Prime's breach has been contained. Reports indicate that it
sensed a large batch of raw Phazon in the lab from with its stasis tank and
broke through the glass, using previously unsuspected strength. Besides
consuming all of the Phazon, Metroid Prime assimilated several weapons and
defense systems from fallen security units. It has suffered no ill effects
from said assimilation: indeed, it began to use its newly acquired weapons
against us. Once we pacified it, we were unable to remove the assimilated gear
without threat to Metroid Prime -- the gear is now an integral part of its
body. Command is intrigued by this newfound ability, and has ordered further
study to commence at once.
==============
Parasite Larva [Research Lab Hydra - Phendrana Drifts]
==============
Encrypted data found. Downloading to Log Book...
- Log 10.515.8
Our initial tests exposing Tallon IVs indigenous parasites to Phazon appear to
be successful. Increases in strength, size, and aggressiveness are common in
all test subjects, as well as unforeseen evolutions like additional poison
sacks within the abdomen and the appearance of a second ring of mandibles in
several subjects. These creatures were chosen because of their resilience, and
it appears possible that, given enough exposure to Phazon, they may one day be
able to survive on any planet we transport them to. Our methods will have to
be refined: we currently have a 100% extinction rate after the fourth infusion
period, and most survivors of the third infusion stage are so violent and
uncontrollable that they have to be euthanized. Even still, we remain hopeful
that further experimentation will result in success.
===========
Meta Ridley [Research Lab Aether - Phendrana Drifts]
===========
Space Pirate encrypted data decoded.
- Log 10.891.0
The reconstruction of geoform 187, code-named Ridley, was recently completed.
After his defeat on Zebes, Command ordered a number of metagenetic improvements
for him. Though aggressive, we were able to implement these changes in a
cycle. The metamorphosis was painful, but quite successful in the end. Early
tests indicate a drastic increase in strength, mobility, and offensive
capability. Cybernetic modules and armor plating have been added as well. We
believe our creation, now called Meta Ridley, will become the mainstay of our
security force, a job he will certainly relish.
==============
Phazon Program [Observatory - Phendrana Drifts]
==============
Space Pirate encrypted data decoded.
- Log 10.401.7
Phazon mining is under way. Several garrisons have been established, and
terraforming of the Chozo Ruins is under way. Security systems are
operational, and Science Team continues to make progress in their biotech
research. The Phendrana Drifts have proven to be an optimal location for
Research Headquarters, and soon it will be joined by a fully operational Combat
base and starport. If Command's predictions are half true, we shall rise to
dominance in this sector with a deca-cycle. Truly, these are glorious times.
==================
Metroid Morphology [Research Lab Aether - Phendrana Drifts]
==================
Space Pirate encrypted data decoded.
- Log 11.420.7
Metroid dissection continues to provide more questions than answers. Our
research teams have isolated the energy conduits that run from the invasive
twin mandibles to the energy core in the creature's quadripartite nucleus, but
the manner in which a Metroid actually extracts the life force from its prey
remains an utter mystery. The victim does not lose blood or any other vital
fluids, and yet the Metroid extracts energy: identifying this energy is our
central problem. It takes no physical form, and yet without it, the victim
dies. We will continue to research this matter, as the isolation of this
life-giving essence could be the key to our ascendance.
===============
Chozo Artifacts [Elite Control - Phazon Mines]
===============
Space Pirate encrypted data decoded.
- Log 11.452.8
We are particularly interested in a number of curious Chozo Artifacts we have
been able to recover from a number of religious sites on Tallon IV. These
relics resonate with power, and yet we are unable to harness them in any way.
Science Team is attempting to fuse them together with Phazon, believing that a
link might exist between them. We know that these Artifacts are linked to the
Chozo Temple that blocks full access to the Impact Crater. We have yet to
crack this enigma, however. Command grows impatient regarding this matter:
results must be produced soon.
===============
Phazon Infusion [Research Lab Aether - Phendrana Drifts]
===============
Space Pirate encrypted data decoded.
- Log 10.957.2
Confidence is high regarding Phazon applications. We know enough about Phazon
now to begin combining it with Space Pirate DNA. The code name for this
venture will be 'Project Helix'. Preliminary studies indicate that Phazon
infusion could produce radical new Pirate genomes. Benevolent mutation levels
are high in current test subjects. Phazon madness is a concern, but
refinements in the infusion process should reduce or neutralize the odds of
mental degeneration.
===============
Metroid Studies [Research Lab Aether - Phendrana Drifts]
===============
Space Pirate encrypted data decoded.
- Log 10.444.4
Initial transfer of Metroids to Tallon IV research facilities has been
completed. Three were terminated in an incident at the landing site, but the
others were pacified and transported safely. Initial Phazon-infusion testing
is under way. We are eager to observe the effects of Phazon on Metroids,
especially their ability to absorb and process the energy given off by Phazon
sources. Early research suggests a considerable growth in power and size.
Whether the creatures stay stable thereafter remains to be seen.
==========
The Hunter [Elite Control - Phazon Mines]
==========
Space Pirate encrypted data decoded.
- Log 10.023.7
Security Command issued an all-points alert after the fall of Zebes. The alert
concerns bioform Samus Aran, also known as the Hunter. Subject is a female
hominid, and is heavily armed and extremely dangerous. Subject uses a powered
armorsuit of unknown design in battle, along with a number of potent Beam and
concussive weapons. All combat units are instructed to terminate Aran on
sight, preferably in a fashion that will allow salvage of her powered armorsuit
and weapons. A considerable bounty will go to the unit who delivers Aran to
Command. Dead or alive, it matters not.
=============
Elite Pirates [Elite Research - Phazon Mines]
=============
Space Pirate encrypted data decoded.
- Log 11.001.9
Initial Project Helix experiments with Space Pirate embryos were disastrous.
The Phazon-infusion process degenerated brain tissue even as it augmented
muscle mass. None of what we have termed 'Elite Pirates' lived to maturity:
the few that survived their infanthood suffered severe psychotic breakdowns as
juveniles, killing anything within their zone of perception. Research team
Sciera made a recent breakthrough, in which parasite studies with a Phazon
strain code-named 'Vertigo' were highly successful. Since then, we have fused
Vertigo Phazon with Space Pirate DNA with great success. The latest batch of
Elite Pirates have reached maturity successfully and are ready for field
testing and training.
==============
Glacial Wastes [Research Lab Hydra - Phendrana Drifts]
==============
Space Pirate encrypted data decoded.
- Log 10.664.2
Research outpost Glacier One in the Phendrana Drifts region of Tallon IV's
mountains is operating at 85% capacity. Sub-zero temperatures have made the
Metroids sluggish and easy to control, even those well into Phazon-infusion
cycles. Cold-containment stasis tanks are sufficient for the juveniles, but
some of the larger Metroids have been moved to quarantined caves for safety
purposes. Security doors remain an issue, as malfunctions due to ice occur
every day. Large predators in the wastes are also a concern, as they continue
to kill personnel and breach secure areas. Unfortunately, it has become clear
that our containment teams cannot neutralize all of them without a vast
increase in munitions and soldiers.
==============
Hunter Weapons [Elite Control - Phazon Mines]
==============
Space Pirate encrypted data decoded.
- Log 11.222.8
Science Team is attempting to reverse-engineer Samus Aran's arsenal, based off
of data acquired from her assaults on our forces. Progress is slow, but
steady. Command would dearly enjoy turning Aran's weapons against her. We
believe we can implement Beam weapon prototypes in three cycles. Aran's Power
Suit technology remains a mystery, especially the curious Morph Ball function.
All attempts at duplicating it have ended in disaster: four test subjects were
horribly broken and twisted when they engaged our Morph Ball prototypes.
Science Team wisely decided to move on afterward.
-----------------------------------------------------------------------------
| |
| 5.20) Chozo Lore |
| |
-----------------------------------------------------------------------------
Each Chozo Lore entry can only be found in one specific location, which is the
location I've listed next to each entry's name.
===========
Infestation [Crossway - Chozo Ruins]
===========
Chozo script translated.
A second plague has come upon the land, dousing the last flickering hopes of
our race. Drawn by the very force we Chozo hoped to contain, a host of
marauding creatures descended from space and invaded our temple, the Cradle.
They try in vain to destroy it, but its power remains beyond them for now.
They possess some of the twelve Artifacts we call the Cipher, yet do not
comprehend their function. Ignorant creatures, they are blinded by delusions
of harnessing the Great Poison for their own designs. They walk about as
masters of the planet, assimilating the ruins of our sanctuary into their
experiments. We can but watch and wait for our doom.
=======
Binding [Artifact Temple - Chozo Ruins]
=======
Chozo script translated.
The congregation of Artifacts that hold the Great Poison at bay still hold
strong. Fearful of the potential within the Artifact Temple, the invaders
known as Space Pirates tried to destroy it, only to fail in every attempt. We
scattered the Artifacts across the planet for their protection, and only a few
have fallen into invader hands. Failing to understand them, they now seek to
unmake them. Again, they fail. They are right to fear these things. Great
power sleeps inside them. Prophecy calls for their union, come the day that
the unholy Worm is met by the great Defender. We can only hope the Artifacts
are not destroyed by the invader, for then all will be lost. So, we do what we
can to preserve the Artifacts, and to guide the Newborn to them. Time wanes
with our soules, yet hope remains.
======
Cradle [Furnace - Chozo Ruins]
======
Chozo script translated.
The cries of this dying land pulled us from our dreaming state, and now we
Chozo walk as ghosts while the Great Poison sinks into the trees and waters,
devouring all life. Some creatures survive, but their forms grow as twisted
and evil as the force that fell from the sky. The heart of the planet will
succumb soon, and so will we, even in our ghostly states. Already many Chozo
have faded and passed into the unknown. The Great Poison is unlike anything we
have glimpsed in this or any dimension. It eats relentlessly, worming out life
wherever it blooms and corrupting what it cannot kill. It will be our undoing.
Our last hope lies in the Cradle, the temple we hope might contain this
abomination. It is almost complete, hovering over the impact site, the dark
heart of the spreading evil. If we can finish before the last of our kind
drifts into madness or death, there is a chance for this world. If we fail, we
are doomed with it.
==========
Beginnings [Vault - Chozo Ruins]
==========
Chozo script translated.
Our sanctuary grows by the day. We Chozo know much of technology, but we have
chosen to leave it behind on this journey. Our home here on Tallon IV will be
a place of simplicity: structures hewn from the stone, bridges woven with
branches, hallways caressed by pure waters. We build around the ancient and
noble trees, drawing from their strength and giving them our own in return.
All that is wild will flow around us here: our race will be just one more
group of creatures in the knit of nature. It is our hope that such a state
will bring with it great wisdom, a greater understanding of the nature of the
universe. Once our city here is complete, we will peer inward and discover the
truth.
======
Cipher [Ice Ruins West - Phendrana Drifts]
======
Chozo script translated.
None know if our temple, the Cradle, will prove powerful enough to contain this
evil forever. How can we Chozo hope for it to remain intact when that which it
guards writhes in the darkness, growing always stronger? The fate of this
world rests with the gathering of Artifacts we call the Cipher, but even it is
not all-powerful. It is strong, yes: an enchanted whole made of twelve links.
Still, it is finite in its reach, and we who guard it are slowly succumbing.
When our vigilance crumbles away into madness, the Cipher will be exposed and
the fate of Tallon IV will be beyond our influence.
====
Worm [Crossway - Chozo Ruins]
====
Chozo script translated.
The prophecies tell of the coming of the Worm. Born from parasites, nurtured
in a poisoned womb, the Worm grows, devouring from within, until the world
begins to rot. The words of the seers have come to pass, for there, in the
depths of the world, the ravenous Worm lurks and feeds. From the stars it
came, blighting Tallon with its Great Poison. We can but watch as the Worm
grows, watch and wait. For the prophecies also speak of a great Defender, the
one who delivers the world from evil. The final days draw near. Is the
Newborn the Defender of which the seers spoke? We shall do all that we can to
aid her, for she bears our legacy as she bears the ancient armor and weapons of
our people.
========
Fountain [Ruins Entrance - Chozo Ruins]
========
Chozo script translated.
At the highest point of our city lies the fountain, a wellspring of pure water
that flows throughout our civilization. It is the jewel of the Chozo, the
life-giver, and yet its waters speak of a clouded future. As we come to
understand the paths of time and space more clearly, we have begun to glimpse
rough tatters of past and future, glittering behind reality like soft lights
behind a curtain. We have seen the fountain in these glimpses, pouring
darkness instead of water, and we cannot guess what the visions mean.
======
Exodus [Ruined Nursery - Chozo Ruins]
======
Chozo script translated.
We Chozo are departing now, after so many years in peaceful seclusion here on
Tallon IV. When we came, this place was a refuge for our spirits, a
civilization built from native materials, bereft of the trappings of our
technology. We were linked to the land here, kindred to the plants and
animals, far away from the machines we had become so dependent on. And so we
leave it now, pristine, a testament to the mortal forms we no longer need. We
have drawn the veils of time and space aside, and are withdrawing beyond the
illusion. But we will never forget this, the most sacred of our homes. And we
will remain ever watchful.
=================
Hatchling's Shell [Crossway - Chozo Ruins]
=================
Chozo script translated.
The Hatchling walks among us. Are these dreams? Memories? Foretellings?
Time and reality swirl together like estuary waters, and we Chozo know not what
to believe. She appears as ghostlike as the Chozo, but at times the mists
clear. We see her wounded eyes, and remember the child we found so long ago.
What has she become, this Newborn? Clad in Chozo armor, wielding weapons our
hands once held, does she dream of the Chozo as we once were? Does she long
for her parents, lost to the same creatures that even now defile our sacred
home? Does she still live?
=========
Hatchling [Ruined Fountain - Chozo Ruins]
=========
Chozo script translated.
As we struggle with the Great Poison, something stirs at the edges of our
vision. It is the Hatchling Samus. We feel her, across the void, as she hunts
the corrupted. Will our fates again be one? As our pride shatters, will
prophecy become real? When all strength wanes from the Chozo, will it be the
Hatchling who fulfills our legacy? True sight eludes us, for the Poison gnaws
at all vision, leaving seers blind and filled with despair. Truth's blessing
may come too late.
=============
Meteor Strike [Watery Hall - Chozo Ruins]
=============
Chozo script translated.
We have returned to Tallon IV, borne here against our will by a great cataclysm
from the reaches of space. A meteor came, casting a dark shadow of debris over
the land with the violence of its impact. Through we perceived this from
beyond space and time, it was but a curiosity: a brief flare in the infinite
march of the universe. But the meteor brought with it corruption. A Great
Poison burst forth into the land, clawing at life with such violence that we
were ripped from our peaceful state and find ourselves wandering as shadows of
the mortal forms we left behind, searching for why we are here.
=======
Contain [Sun Tower - Chozo Ruins]
=======
Chozo script translated.
The world of living things feels strange to us, we who have existed so long on
the edges of time and space. It is clear now that we Chozo can never return to
our dimension, not while the Great Poison reaches ever further into the planet.
It is so powerful, this creeping evil, that our wills are crumbling and our
minds beginning to fail. And so, before it is too late, we now make our last
stand. We have begun to build a temple to contain this darkness: at its heart
we will place a Cipher, a mystical lock powered by twelve Artifacts and filled
with as much power as we Chozo can harness in our ethereal states. Even when
we are done, it may be too late.
==========
The Turned [Phendrana Canyon - Phendrana Drifts]
==========
Chozo script translated.
Many Chozo have gone beyond now, and this is a mercy. Those of us who remain
suffer in dimensional flux, drifting helplessly across time and space, guided
by unseen and inexorable currents. The Chozo who cling to sanity fight the
tide, but our minds are weakening. Soon we will all be like the Turned, Chozo
who have been utterly corrupted by the Great Poison. The Turned still hold to
their Chozo forms, but their minds are black with fell intentions. Gone is
their respect for life. They honor only destruction, and seek to disrupt the
Artifacts holding the Great Poison at bay. All life taunts them, and they do
not rest. Before long, they will be all that remain of the Chozo here.
====
Hope [Hall of the Elders - Chozo Ruins]
====
Chozo script translated.
More and more, our tormented minds turn to the Newborn. As the world continues
to shift into brutal, disconnected images, she remains inarguably real: a
fearless figure delving deeper into this blighted world, unmindful of the
terrors that await her. Was she this way before? When we Chozo found her, a
fledgling orphaned on a savaged planet, did a warriors [sic] pulse already beat
in her veins, filling her with righteous fury? Our hopes lie with her. We
leave these messages for her, that she may find our Artifacts and deliver the
world from its evils. Wraiths we may be, but our reach is still long indeed.
We shall fight the invaders, and the Poison they would master, until the end.
========
Statuary [Artifact Temple - Chozo Ruins]
========
Chozo script translated.
As we have done for millennia, we Chozo work constantly on our statuary. The
statues are our sentinels: blind but ever watchful, they are, and have always
been, repositories for our most precious secrets and strongest powers. The
crafting of each is a long and sacred process, performed only by those Chozo
who have lifetimes of experience in such things. We have left these relics on
planets across the solar system. Some are merely reminders: silent emblems of
the Chozo that serve as icons of peace in lands that know only war. Others
wield subtle strength, exerting their influence in ways beyond the
understanding of mortal creatures. Still others are guardians of our secret
ways, and these can be as terrible as they are beautiful. Those who respect
and honor these relics will know the friendship of the Chozo. Those who deface
or destroy them will know our wrath, unfettered and raw.
=======
Newborn [Magma Pool - Chozo Ruins]
=======
Chozo script translated.
The power of our temple has been enough to halt the spread of the poison on
Tallon IV, but that which remains thrives and grows more concentrated, gnawing
on itself in the dark passages beneath the planet's surface. Whether it can
ever be truly destroyed is not for our eyes to see. But there is something
else. We Chozo are drifting, tumbling through space and time as the Great
Poison eats away at our sanity. We wake in dreams. As the veil of lunacy
descends, as past and future blend and shuffle, one image appears and flickers
through the landscape, wraithlike. It is the Hatchling, the Newborn, walking
the path of corruption, a lone figure shining in the toxic shadows. She comes
dressed for war, and her wrath is terrible. Do our eyes look backward, seeing
the Hatchling as she once was? Or does she approach even now, arriving in our
race's last hour, a savior clothed in machines crafted long ago by Chozo hands?
Poisonous clouds drift across our vision.
-----------------------------------------------------------------------------
| |
| 5.30) Creatures |
| |
-----------------------------------------------------------------------------
Some creatures are unique and can only be found in one location, but others can
be found in several places. The locations I've listed next to each entry are
just one possible spot where each entry can definitely be found (or in the case
of unique entries, the only place they can be found).
===========
Mega Turret [Security Access A - Phazon Mines]
===========
Mechanism: Mega Turret
Perimeter defense turret reinforced with energy shielding.
Frustrated with inferior armor plating on standard defense turrets, the Space
Pirates added energy shielding to a modified heavy Cannon. The new shielding
and increased Beam strength makes the Mega Turret an efficient point defense
weapon.
======
Grizby [Burning Trail - Magmoor Caverns]
======
Morphology: Grizby
Subvolcanic carrion feeder. Carapace can be breached by Missiles.
The Grizby's carapace has been fused together by superheated air. This barrier
stands up to everything but concussive blasts. Its intelligence is limited to
instinctive scavenging patterns.
======
Zoomer [Tallon Canyon - Tallon Overworld]
======
Morphology: Zoomer
Anchors itself to walls and other surfaces. Avoid contact with spikes.
A basic nerve center located directly above the Zoomer's mandibles detects
nutrients. Sharp spines protect it from casual predators, but the lack of a
reinforced carapace makes the Zoomer vulnerable to any indirect attacks.
===============
Plated Parasite [Furnace - Chozo Ruins]
===============
Morphology: Plated Parasite
Hardy member of the Parasite family. Invulnerable to most weaponry.
A cousin to the Parasite, these creatures are known for their amazing
resilience. Field studies suggest a weakness to Morph Ball-delivered weapon
systems.
===========
Pulse Bombu [Sun Tower Access - Chozo Ruins]
===========
Morphology: Pulse Bombu
Life-form of raw energy. Periodically releases explosive segments from its
body.
Pulse Bombus are energy beings, invulnerable to most known weapons. Electrical
energy can harm them, however. They lack any intelligence beyond an
instinctive attraction to other charged energy sources. Pulse Bombus produce
energy constantly. All excess energy is shed, regardless of who or what may be
nearby.
=============
Ice Shriekbat [Ice Ruins West - Phendrana Drifts]
=============
Morphology: Ise Shriekbats
Ice-encased ceiling-dweller.
Like standard Shriekbats, these creatures are easily spotted with Thermal
Imaging. They roost on cave ceilings, subsisting on insects, reptiles and
small mammals. Fiercely territorial, they will dive-bomb anything that wanders
near.
==============
Parasite Queen [Reactor Core - Space Pirate Frigate]
==============
Morphology: Parasite Queen
Parasite female, genetically enhanced by unknown means.
A weak spot has been detected in this creature's mouth. Use your
auto-targeting to acquire this new target!
Scans indicate the presence of a potent mutagen, origins unknown. Creature
exhibits the ability to fire weapon-grade blasts of energy from its mouth, a
trait not present in the standard parasite genome. It appears the Pirates have
begun a bioengineering program, with considerable results.
======
Scarab [Nursery Access - Chozo Ruins]
======
Morphology: Scarab
Exploding parasites that can embed their bodies in solid rock.
Scarabs think nothing of sacrificing themselves for the safety of their swarm.
When a hostile life-form is sighted, they block its progress by embedding
themselves in floors and walls. Embedded Scarabs violently self-destruct when
threatened.
===========
Aqua Reaper [Gravity Chamber - Phendrana Drifts]
===========
Morphology: Aqua Reaper
Powerful aquatic tentacle, part of a submerged organism.
Similar in nature to the surface-based Reaper Vine, the Aqua Reaper has
adapted to a liquid environment. It shares the poor vision of its
rock-dwelling 'cousin,' relying on a crude sonar sense to seek prey.
Unhindered by water, the Aqua Reaper has considerable speed and strength.
========
Triclops [Pit Tunnel - Magmoor Cavern]
========
Morphology: Triclops
Hard-shelled creature with powerful jaws.
The Triclops is a hunter-gatherer. It collects small creatures and bits of
floodstuff, then deposits them elsewhere for later consumption. The hard
tripartite mandibles it uses to move earth and rock are quite strong and
difficult to escape once ensnared.
======
Puffer [Lava Lake - Magmoor Cavern]
======
Morphology: Puffer
Unstable gas-filled organism. Will rupture on contact.
Puffers fill their bodies with lethal meta-viprium gas and float about in
search of food. If ruptured, the gas within the Puffer is violently released.
Despite their fragile bodies, Puffers are aggressive hunters. The gas cloud
they release upon their death is often fatal to the creature that brings them
down as well.
======
Glider [Frost Cave - Phendrana Drifts]
======
Morphology: Glider
Docile, airborne creatures with unusual magnetic properties.
Gliders live a relatively peaceful existence. They have a magnetic signature
attuned to common Grapple Beam technology: the sport of 'glider riding'
involves using a Grapple to attach to a Glider, then staying on it as long as
possible.
===========
Auto Turret [Deck Beta Security Hall - Space Pirate Frigate]
===========
Subject >> Auto Defense Turret
Use Missiles to break outer casing.
======
Jelzap [Phendrana's Edge - Phendrana Drifts]
======
Morphology: Jelzap
Aquatic predator made of electrically bound skeletal halves.
The Jelzap's brain is located in the upper half of its body, while the heart
and digestive tract occupy the lower half. Linked only by electrical impulses,
the two halves somehow function effectively enough to launch the Jelzap to the
top of Tallon IV's aquatic food chain.
======
Beetle [Canyon Cavern - Tallon Overworld]
======
Morphology: Beetle
Burrowing insect with a resilient carapace. Extremely aggressive.
Insect's massive mouth enables it to tunnel through solid rock at high speeds.
Above ground, Beetles can cover short distances rapidly. They attack anything
that moves near their lair.
===========
Tangle Weed [Landing Site - Tallon Overworld]
===========
Morphology: Tangle Weed
Plant lifewith basic sentience. Retracts into ground if threatened.
Tangle Weeds are only dangerous to small organisms. They are covered in tiny
barbs designed to trap potential meals. Tangle Weeds lack the strength to do
anything more than hinder larger life-forms.
=============
Flying Pirate [Control Tower - Phendrana Drifts]
=============
Morphology: Flying Pirate
Pirates trained and equipped for airborne assault.
Flying Pirates are extremely agile in the air, but the heat signatures of
their jet packs can be tracked with Thermal Imaging. While their Missiles are
extremely potent, their jet packs can be even more so. If the pack fails, they
will make a suicide strike.
==========
Hive Mecha [Hive Totem - Chozo Ruins]
==========
Mechanoid: Hive Mecha
Security unit programmed to work with predatory hive dwellers.
A design flaw makes the shielding on Hive Mecha weak around their access ports.
These units are second-generation combat drones, able to interface with
organic units at a higher level. They train, shelter, and work with
hive-dwelling predators. Unarmed, they rely on their hive beasts to handle any
threats.
========
War Wasp [Ruined Nursery - Chozo Ruins]
========
Morphology: War Wasp
Airborne insect equipped with a venomous stinger capable of shearing steel.
The War Wasp rarely strays far from its hive unless it is pursuing an
immediate threat. It attacks with no regard for its own survival, dive-bombing
its enemy with stinger extended. Fast-working toxins from the stinger can
incapacitate most small organisms.
===========
Bloodflower [Root Cave - Tallon Overworld]
===========
Morphology: Bloodflower
Able to eject toxic spores. Toxins are poisonous even to the Bloodflower
itself.
Three mouth-nodules protrude from the stalk beneath the flower, each with a
rudimentary brain cluster and the ability to spew toxic fumes at anything
within a five-meter radius. The spores ejected from the stigma at the center
of the flower are sufficient to kill this creature if they explode in its
vicinity.
==========
Ice Beetle [Research Core Access - Phendrana Overworld]
==========
Morphology: Ice Beetle
Burrowing insect with an ice-reinforced carapace. Averse to heat.
This member of the Beetle family has adapted to life in the subzero
temperatures in the Phendrana Drifts, growing a thick ice shell over its entire
body. The ice is extremely resilient, providing the Ice Beetle with extra
protection and augmented digging abilities.
===========
Reaper Vine [Arboretum - Chozo Ruins]
===========
Morphology: Reaper Vine
Powerful rock-dwelling tentacle.
A single eye upon the Reaper Vine keeps a constant vigil, but its vision is
limited to 10 meters. A scythe-like appendage on its tip is honed to lethal
sharpness. The Reaper Vine will swing this blade wildly at anything that
enters its zone of perception.
==========
Aqua Drone [Biohazard Containment - Tallon Overworld]
==========
Mechanoid: Aqua Drone
Security mecha adapted for use in underwater areas.
The Space Pirates have adapted a number of Sentry Drones for use in liquid
environments. These Aqua Drones utilize an arsenal and artificial intelligence
suit similar to their 'cousins.' The Pirates have been unable to properly
shield these Drones from electrical attack, making them vulnerable to the Wave
Beam.
===========
Ice Trooper [Elite Control - Phazon Mines]
===========
Morphology: Ice Trooper
Space Pirate armed with Ice Beam technology.
Space Pirates have reverse-engineered several of your weapons, including the
Ice Beam. A flaw in the design makes these Pirates vulnerable to their own
Beam weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.
=======
Sap Sac [Tallon Canyon - Tallon Overworld]
=======
Species: Sap Sac
Chemical reaction within sac produces violent explosion when agitated.
Because of its irresistible odor and sweet nectar, the Sap Sac was nearly eaten
out of existence. The evolution of an explosive chemical sac saved it: now
only brave or ingenious creatures dare to devour it.
==========
Flickerbat [Phendrana Shorelines - Phendrana Drifts]
==========
Morphology: Flickerbat
Scavenger with optical camouflaging that renders it invisible to the naked eye.
Flickerbats are deceptive creatures. The only way to track them reliably is
with x-ray imaging. They fly ceaselessly, hunting insects and other small prey
that float on the air currents. Flickerbats tend to fly in cyclical hunting
patterns, using primitive sonar to navigate.
============
Wave Trooper [Mine Security Station - Phazon Mines]
============
Morphology: Wave Trooper
Space Pirate armed with Wave Beam technology.
Space Pirates have reverse-engineered several of your weapons, including the
Wave Beam. A flaw in the design makes these Pirates vulnerable to their own
Beam weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.
============
Sentry Drone [Research Core Access - Phendrana Drifts]
============
Mechanoid: Sentry Drone
Well-armed and armored security mecha.
Sentry Drones have limited intelligence, but do their assigned tasks well.
Being machines, they are susceptible to electrical attacks. When alerted,
Drones initiate a security lockdown, then attempt to neutralize the intruder.
Their electronic warfare suit can scramble Visor technology as well.
========
Burrower [Lake Tunnel - Magmoor Caverns]
========
Morphology: Burrower
Tunneling insect predator.
The Burrower is similar to the Beetle, though it prefers to spend more time
underground. It seeks seismic disturbances, then surfaces to attack. It has
enough cunning to realize when something is too large for it to handle: beyond
that, it is fairly ignorant. What it lacks in brains, it makes up for with
aggression.
========
Plazmite [Totem Access - Chozo Ruins]
========
Morphology: Plazmite
Small insect capable of storing and releasing thermal energy.
Plazmites are attracted to sources of heat, thriving on the energy present
there. They emit light when hunting, and will expel small bursts of thermal
energy when threatened.
===============
Barbed War Wasp [Burn Dome - Chozo Ruins]
===============
Morphology: Barbed War Wasp
Airborne insect with the ability to launch its stinger at prey.
A highly aggressive member of the War Wasp family, this insect can propel the
tip of its stinger up to 20 meters. The stinger tips regrow seconds after
launch and contain an acidic compound designed to predigest prey.
========
Flaahgra [Sunchamber - Chozo Ruins]
========
Morphology: Flaahgra
This mutant plant is the source of toxic water in the Ruins.
Flaahgra's growth cycle has been radically accelerated. As a result, it
requires near-constant exposure to colar energy to remain active. This
exposure has made Flaagra's outer shell thick and durable. Its lower root
system is unprotected and vulnerable, however. Exploit this flaw when
possible. Concentrated weapon fire can daze it for short periods.
=============
Scatter Bombu [Ice Ruins Access - Phendrana Drifts]
=============
Morphology: Scatter Bombu
Pulsing tendrils of energy extend from creature's body.
Like all Bombus, these creatures can only be harmed by electrical energy.
Proximity to these life-forms may result in electrical Visor interference. It
is possible to avoid engaging Scatter Bombus by rolling into the Morph Ball
and slipping between the rotating energy streams.
============
Space Pirate [Research Entrance - Phendrana Drifts]
============
Morphology: Space Pirate
Sentient aggressor species well trained in weapon and melee combat.
Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted Scythes in
combat. This species seeks to become the dominant force in the galaxy, and
their technology may help them realize this goal. Ruthless and amoral, the
Pirates care little for the cost of their ambition. Only the results matter,
and they take these very seriously.
========
Parasite [Emergency Evacuation Area - Space Pirate Frigate]
========
Morphology: Parasite
Interstellar vermin. Travel in swarms.
Indigenous to Tallon IV, a single Parasite is harmless to larger life-forms.
However, they tend to travel in large groups, swarming over potential prey.
Such swarms can be dangerous.
===========
Tallon Crab [Main Ventilation Shaft Section A - Tallon Overworld]
===========
Morphology: Tallon Crab
Crustacean native of Tallon IV.
Hard-shelled swarm life-form. Once harvested for food, exposure to Phazon has
seen this practice diminish. Creatures are timid and harmless alone, but can
be a problem when traveling in swarms.
========
Blastcap [Tallon Canyon - Tallon Overworld]
========
Species: Blastcap
Volatile chemicals within this weed's toxic fungal cap may explode if agitated.
The poisonous flesh of the Blastcap helps keep it from being eaten. It also
detonates its fungal cap when it senses even slight contact.
========
Aqua Sac [Connection Elevator to Deck Beta - Tallon Overworld]
========
Species: Aqua Sac
Will burst when subjected to impact or trauma.
Believed to be in the same family as the Sap Sac, this plant has similar
features. It will burst when exposed to force. This protective response keeps
most creatures from feeding on it.
=======
Lumigek [Crater Tunnel A - Impact Crater]
=======
Morphology: Lumigek
Phazon-charged reptiles.
Natives of Tallon IV, the Lumigeks travel in swarms to increase their odds of
survival. They absorb and radiate Phazon energy, making these swarms a threat.
==================
Incinterator Drone [Burn Dome - Chozo Ruins]
==================
Mechanoid: Incinerator Drone
Programmed for high temperature waste disposal.
Device schematics indicate a high risk of malfunction when internal power core
is damaged. Unit has minimal combat programming, but can defend itself if
necessary. This drone's intense heat blasts compensate for its lack of battle
prowess.
====
Eyon [Eyon Tunnel - Chozo Ruins]
====
Morphology: Eyon
Immobile organisms entirely composed of ocular tissue.
Capable of launching sustained energy beams when active, the Eyon is sensitive
to light and will close shut if a bright flash ignites nearby.
===============
Fission Metroid [Phazon Core - Impact Crater]
===============
Morphology: Fission Metroid
Metroid with the ability to split into two forms.
The Fission Metroid is a mutant, capable of splitting in two. This split
endows the new creatures with invulnerability to most weaponry. This effect is
unstable, resulting in weakness to a type of weapon fire. The vulnerability
appears to be random, due to the chaotic nature of Phazon mutations.
======
Oculus [Sun Tower - Chozo Ruins]
======
Morphology: Oculus
Wall-crawler that generates electric pulses.
The Oculus exposes its single eye when active. The electrical field that
covers it is enough to deter most predators. If the Oculus detects anything
capable of presenting a real threat, it retracts into its impermeable shell.
===========
Meta Ridley [Artifact Temple - Tallon Overworld]
===========
Morphology: Meta Ridley
Genetically enhanced Ridley metaform.
Reborn and evolved through Pirate technology, Meta Ridley is a fearsome
enforcer. Its armored hide is extremely resilient, save for chest, which has
thinner plating. The Pirates have fused a number of potent weapons to the
creature, including a Multi-Missile System, a Kinetic Breath Weapon, a Meson
Bomb Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is also
a formidable melee combatant, making any sort of engagement a risky
proposition.
==============
Plasma Trooper [Phazon Processing Center - Phazon Mines]
==============
Morphology: Plasma Trooper
Space Pirate armed with Plasma Beam technology.
Space Pirates have reverse-engineered several of your weapons, including the
Plasma Beam. A flaw in the design makes these Pirates vulnerable to their own
Beam weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.
===========
Aqua Pirate [Reactor Core - Tallon Overworld]
===========
Morphology: Aqua Pirate
Space Pirates with exoskeletons modified for underwater use.
Using modified thruster-packs and Gravity Suit technology, the Space Pirates
have armorsuits for use in liquid environments. Thermal tracking is still very
useful against these units, as the Pirate engineers have yet to eliminate the
thruster-pack's high heat signature.
=============
Baby Sheegoth [Ice Ruins East - Phendrana Drifts]
=============
Morphology: Baby Sheegoth
Glacial predator. Ice shell protects vulnerable dorsal area.
Young Sheegoths grow a resilient shell of ice on their backs which serves to
protect a layer of vulnerable flesh. With this being their only weak point,
Baby Sheegoths will turn quickly in order to not allow predators the
opportunity to strike at their backs. Powerful hunters, they fire bursts of
ultracold gas at potential prey, then feast on their frozen victim.
========
Seedling [Temple Hall - Tallon Overworld]
========
Morphology: Seedling
Plant-based ground feeder.
Dorsal spines can be ejected in self-defense.
=============
Plated Beetle [Chozo Ruins - Ruined Shrine]
=============
Morphology: Plated Beetle
Well-armored burrowing insect. Vulnerable only in the rear abdomen.
Creature's thick cranial plating can repel frontal attacks. This gives it an
advantage in combat, allowing it to make ramming attacks. Only surfacing when
it detects vibrations above, it then maneuvers itself so as to always face its
rival, keeping its exposed abdomen protected.
========
Sheegoth [Chapel of the Elders - Phendrana Drifts]
========
Morphology: Sheegoth
Supreme predator of the Phendrana Drifts.
Sheegoths are invulnerable to most Beam weapons. The crystals on their back
absorb energy, which they can fire at prey. Sheegoths have poor stamina. They
hyperventilate after using their breath attack, making their mouth area
vulnerable. The soft underbelly of a Sheegoth is susceptible to concussive
blasts. In battle, they expel blasts of frigid gas to ensnare their targets.
They are also fond of ramming and trampling their hapless prey.
==========
Stone Toad [Energy Core - Chozo Ruins]
==========
Morphology: Stone Toad
Preys on creatures smaller than itself. Vulnerable only from within.
A Stone Toad is able to remain still for days. It preys upon creatures smaller
than itself, inhaling them whole. Anything it finds undigestible, it
regurgitates. Stone Toads use their tusks as a last resort in combat.
=======
Metroid [Research Lab Aether - Phendrana Drifts]
=======
Morphology: Metroid
Energy-based parasitic predator.
The dominant species of planet SR388, Metroids can suck the life force out of
living things. A Metroid will latch onto its prey and drain energy, growing
larger as it does. The only way to shake an attached Metroid is to enter Morph
Ball mode and lay a Bomb.
==========
Venom Weed [Arboretum - Chozo Ruins]
==========
Species: Venom Weed
Poisonous plant that retracts into the ground if threatened.
Venom Weeds evolved to thrive in the habitats of large organisms. They lure
prey with brightly colored leaves, then detain it with tiny barbs that deliver
a powerful toxin. Venom Weeds rapidly decompose anything that succumbs in
their midst.
============
Phazon Elite [Elite Research - Phazon Mines]
============
Morphology: Phazon Elite
Elite Pirate infused with energized Phazon.
The Phazon-charged Elite Pirates rely more on their Wave Quake Generators,
opting not to carry the vulnerable Plasma Artillery Cannons normally used by
Elites. The direct fusing of Phazon into their bodies provides a tremendous
level of energy. The drastically lower life span that comes with this process
is of little concern to the Pirate Research team.
=============
Metroid Prime [Subchamber One - Impact Crater]
=============
Morphology: Metroid Prime
The core essence of Metroid Prime
Scan indicates that the Phazon energy form of Metroid Prime is invulnerable to
all conventional weapons: only attacks from a Phazon-fuzed Arm Cannon will
damage it. It generates pools of Phazon when it attacks: use these to fuel
your Suit's Phazon weapon system. The entity can also spawn Metroids to assist
it in battle, rendering itself invisible when it does so.
============
Ice Burrower [Plaza Walkway - Phendrana Drifts]
============
Morphology: Ice Burrower
Burrower adapted to subfreezing climates.
A hardy life-form, the Ice Burrower has adapted to the frigid climate of
Phendrana. It spends most of its time tunneling through the frozen soil, but
will occasionally surface to attack passersby.
=================
Flaahgra Tentacle [Sunchamber - Chozo Ruins]
=================
One of Flaahgra's tentacles fills this narrow drainage channel.
Analysis indicates that Flaaghra's central nervous system is located at the
base of this structure.
============
Elite Pirate [Elite Control - Phazon Mines]
============
Morphology: Elite Pirate
Phazon-enhanced Space Pirate. Incredibly strong, armored, and well armed.
Elite Pirates are potent foes. Their energy-siphon system absorbs Beam weapon
shots, which they use to fuel a massive Plasma Artillery Cannon. The nature of
this system makes them vulnerable to concussion-based weapons. Well armed, the
Elite Pirate is effective in close combat and at a distance. Their massive
size can be a weakness, and their sluggish speed allows for evasion and quick
attacks.
============
Omega Pirate [Omega Research - Phazon Mines]
============
Morphology: Omega Pirate
Most powerful of the Elite Pirate Forces.
Omega Pirate can become invisible to normal sight. It is vulnerable when
cloaked, as all energy is drawn from defense systems. By exposing itself to
Phazon, it can regenerate damaged tissue and organs. Considered the pinnacle
of the Elite Pirate program, this enemy should be handled with extreme caution
and maximum firepower.
============
Puddle Spore [South Core Tunnel - Magmoor Caverns]
============
Morphology: Puddle Spore
Sentient floating lava mollusk protected by an impenetrable shell.
A Puddle Spore opens when approached, attempting to intimidate with its size.
When opened, direct fire to its mantle causes it to flip into a defensive
position. If it can slam shut, it ejects a spread of harmful energy globules.
===========
Chozo Ghost [Hall of the Elders - Chozo Ruins]
===========
Aberration: Chozo Ghost
Spectral entity. Bioelectric field invulnerable to natural energies.
As these entities phase in and out of existence, the only way to track them
accurately is with x-ray scanning. This partially phased nature makes them
invulnerable to natural energy types, such as fire, ice, and electricity.
Their aggressive and erratic behavior is most likely due to the corrupting
effects of Phazon in the Tallon IV environment. They appear to be drawn to
Chozo religious sites, where they wreak havoc upon anything that dares enter
the area.
=======
Thardus [Quarantine Cave - Phendrana Drifts]
=======
Morphology: Thardus
An animated, sentient creature of stone charged with Phazon radiation.
The Phazon radiation given off by Thardus negates auto-targeting systems,
preventing lock-on. It may be possible to acquire alternate targets with a
different Visor. The chaotic nature of Phazon irradiation leads to instability
in its structural integrity. Thardus can encase targets in ice, and its
colossal size and strength make it a formidable opponent.
=========
Shriekbat [Arboretum Access - Chozo Ruins]
=========
Morphology: Shriekbat
Territorial ceiling-dweller. Body temperature peaks at 121 centigrade.
Shriekbats have high internal temperature, making them easy to spot with
thermal imaging. They roost on cave ceilings while hunting for small prey.
Fiercely territorial, they dive-bomb anything that wanders near.
==============
Hunter Metroid [Frost Cave - Phendrana Drifts]
==============
Morphology: Hunter Metroid
Adolescent Metroid. Energy-siphon tentacle increases its threat level.
As Metroids develop, they become more efficient predators. An energy-draining
tentacle allows them to attack at a distance. Quick to anger, a Hunter Metroid
will charge troublesome prey and attempt to ram them into submission.
Cold-based attacks are still quite effective against these creatures.
=======
Magmoor [Lava Lake - Magmoor Caverns]
=======
Morphology: Magmoor
Fire-breathing serpent that dwells in lava.
Magmoors prefer extreme heat zones, and are susceptible to frigid attack forms.
Sightless, they navigate the lava currents using their sonar receptors.
Magmoors have a keen sense of small, enabling them to pinpoint targets with
startling accuracy.
====
Hive [Main Plaza - Chozo Ruins]
====
Structure: War Wasp Hive
Primary War Wasp dwelling. Only vulnerable to heavy weaponry.
War Wasps build their homes over existing crevices, using whatever materials
are close at hand. They carry building fragments back to the construction site
with their forelegs and glue them into place with adhesives secreted from their
abdomens.
=============
Metroid Prime [Metroid Prime Lair - Impact Crater]
=============
Morphology: Metroid Prime
Highly evolved, Phazon-producing life-form.
The aberration known as Metroid Prime is the source of Phazon, making it
immensely powerful. A genetic flaw makes it susceptible to certain weapons for
brief periods. Only its head is truly vulernable: other attacks are a
nuisance. Offensively, Metroid Prime has a number of natural and mechanical
weapons at its disposal. These include Ultrafrigid Breath, Multi-Missiles,
Snare Beams, and Particle Wave Projectors. Its massive strength and barbed
carapace make it lethal in melee combat. Recommend maximum firepower when
engaging this enemy.
=============
Shadow Pirate [Specimen Storage - Phendrana Drifts]
=============
Morphology: Shadow Pirate
Pirate forces trained and equipped for stealth operations.
A select group of Space Pirates have access to sophisticated cloaking
technology. This gear drains high levels of power, however, forcing them to
rely solely on melee weapons in battle. Use enhanced detection gear when
fighting these units.
============
Ram War Wasp [Hive Totem - Chozo Ruins]
============
Morphology: Ram War Wasp
Airborne predator. Circles its prey and then strikes.
The War Wasps are the only species on Tallon IV to evolve a true hive mind.
Nesting in damp, dark places, Ram War Wasps emerge in small groups when
threatened and circle their enemy at high speeds, disorienting it. Striking
from all sides as a single intelligence, they can fell huge organisms.
============
Ice Parasite [Chozo Ice Temple - Phendrana Drifts]
============
Morphology: Ice Parasite
Scavenger with a crystalline outer shell.
Parasites are hardy creatures, able to adapt to any environment within three
generations. The Ice Parasite is a prime example. Having adjusted to a frigid
climate, this vermin now thrives in it. Omnivorous, it can exist in areas
hostile to most life-forms.
======
Geemer [Tallon Canyon - Tallon Overworld]
======
Morphology: Geemer
Wall-crawling mollusk with retractable spikes.
The Geemer is an evolutionary offshoot of the Zoomer family. When threatened,
it extends lethal spikes and retracts its head deep into its armored carapace.
===========
Crystallite [Phendrana Shorelines - Phendrana Drifts]
===========
Morphology: Crystallite
Territorial cold-weather scavenger.
The shell of a Crystallite reflects Beam weapons, and can only be cracked by a
concussive blast. They hang upside down in an ice cave during their larval
stage. Moisture runs off its body and forms the hard ice shell, which the
Crystallite retains for the rest of its life.
=============
Plated Puffer [Tower of Light - Chozo Ruins]
=============
Morphology: Plated Puffer
Mutated Puffer with reinforced epidermis.
Phazon exposure has created a mutant strain of Puffers on Tallon IV. They have
developed plated skin, making them harder to burst. Concussive weapons can
still do the job, however. The gas within the Plated Puffer is just as deadly
as that within their 'cousins.'
=============
Power Trooper [Elite Research - Phazon Mines]
=============
Morphology: Power Trooper
Space Pirate armed with Power Beam technology.
Space Pirates have reverse-engineered several of your weapons, including the
Power Beam. A flaw in the design makes these Pirates vulnerable to their own
Beam weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.
-----------------------------------------------------------------------------
| |
| 5.40) Research |
| |
-----------------------------------------------------------------------------
Some Research entries can only be found in one specific location, but others
can be found in several different places. The locations I've put next to each
entry are either the only place you can find the entry or one possible place
(which is the first place I encountered it while writing this guide).
============
Save Station [Reactor Core Entrance - Space Pirate Frigate]
============
Step into these stations to save your game and fully restore your energy.
=================
Missile Door Lock [Main Plaza - Chozo Ruins]
=================
There is a Blast Shield on the door blocking access.
Analysis indicates that the Blast Shield is invulnerable to Beam weapons.
Explosive weapons may damage it.
===========
Map Station [Map Facility - Space Pirate Frigate]
===========
Walk into Map Station holograms to download a map of the area you're in.
=======
Spinner [Ruined Courtyard - Phendrana Drifts]
=======
This is a standard Spinner device.
The generator belts of the Spinner can be activated by rapid rotational force.
Use the Boost ability of the Morph Ball when inside a Spinner to activate the
device.
============
Missile Ammo [Deck Beta Security Hall - Space Pirate Frigate]
============
Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo.
============
Large Energy [Tallon Canyon - Tallon Overworld]
============
Large Energy. Replenishes 20 units of energy.
============
Small Energy [Biotech Research Area 1 - Space Pirate Frigate]
============
Small Energy. Replenishes 10 units of energy.
==========
Stalactite [Ice Ruins West - Phendrana Drifts]
==========
This hanging rock structure appears to have a weak spot near its base.
Some stalactites can be dislodged from ceilings, allowing them to be used as
platforms to cross otherwise unreachable areas.
===============
Missile Station [Hall of the Elders - Chozo Ruins]
===============
Missile Station
Step into these stations to fully reload your Missile Launcher.
=================
Spider Ball Track [Quarantine Cave - Phendrana Drifts]
=================
Magnetic rail system track.
In Morph Ball mode, press and hold R when close to this type of surface. Use
D-Stick to move the Ball along the track. Release R to disengage from the
surface.
CAUTION: A Morph Ball Bomb will briefly disengage the Ball from the track.
===============
Power Bomb Ammo [Transport Tunnel E - Tallon Overworld]
===============
Power Bomb Ammunition. Resupplies Power Bomb with 1 round of ammo.
=============
Grapple Point [Ore Processing - Phazon Mines]
=============
Analysis indicates a viable attach point for the Grapple Beam.
To use the Grapple Beam, use L when the [grapple] icon appears.
=====
Zebes [Observatory - Phendrana Drifts]
=====
Planet Zebes
Mass: 4.8 trillion teratons.
Profile: Planet's crust is primarily Urthic ore, making it ideal for
subterranean construction. A class XIX planet, Zebes is inhospitable to most
bioforms. The world was considered unremarkable until it became a base for
Space Pirate forces.
============
Ultra Energy [Sun Tower Access - Chozo Ruins]
============
Ultra Energy. Replenishes 100 units of energy.
===============
Morph Ball Slot [Energy Core - Chozo Ruins]
===============
Standard Morph Ball slot. This slot is active.
Inserting the Morph Ball and detonating a Bomb will usually cause these slots
to send electrical impulses that can activate different types of devices.
=========
Tallon IV [Observatory - Phendrana Drifts]
=========
Planet Tallon IV
Mass: 5.1 trillion teratons.
Profile: Ecosystem studies indicate that Tallon IV was a biological paradise
prior to the impact of an extraterrestrial object. What remains of the
biosphere is slowly fading due to exposure to Phazon radiation. At current
rate of decay, Tallon IV will be a barren Class XIII wasteland in approximately
25 years.
===========
Locked Door [Energy Core - Chozo Ruins]
===========
Lock system engaged. Secure area to unlock door.
=======
Gunship [Landing Site - Tallon Overworld]
=======
Hunter-class Gunship registered to Samus Aran.
You can return to your ship to recharge energy, reload weapons and save
progress in the game.
-----------------------------------------------------------------------------
| |
| 6.00) Quick Log Book Reference |
| |
-----------------------------------------------------------------------------
For a "complete" game, you'll have to scan all sorts of things as you play to
fill all the spots in your Log Book. Some things can always be found and
scanned, but other things can only be scanned during a certain period during
the game. It is therefore very important that you're always on the lookout for
things to scan.
The following sections have simple lists of each entry as well as the location
where you can find them. If you're interested in reading the text blurbs for
each entry, refer to section 5 of this guide.
Please note that these entries are listed in the same order that they appear
inside your log book, which is not necessarily the order you'll find them as
you progress through the game.
-----------------------------------------------------------------------------
| |
| 6.10) Pirate Data Quick Reference |
| |
-----------------------------------------------------------------------------
Pirate Data entries can only be found in one specific location, which is the
location I've listed after each entry's name.
Metroid Prime Elite Control - Phazon Mines
Mining Status Research Lab Hydra - Phendrana Drifts
Artifact Site Temple Security Station - Tallon Overworld
Special Forces Metroid Quarantine B - Phazon Mines
Metroid Forces Research Lab Aether - Phendrana Drifts
Chozo Studies Elite Control - Phazon Mines
Fall of Zebes Biohazard Containment - Space Pirate Frigate
Prime Mutations Elite Control - Phazon Mines
Security Breaches Research Lab Hydra - Phendrana Drifts
Phazon Analysis Research Lab Hydra - Phendrana Drifts
Omega Pirate Omega Research - Phazon Mines
Contact Observatory - Phendrana Drifts
Chozo Ghosts Elite Control - Phazon Mines
Prime Breach Elite Control - Phazon Mines
Parasite Larva Research Lab Hydra - Phendrana Drifts
Meta Ridley Research Lab Aether - Phendrana Drifts
Phazon Program Observatory - Phendrana Drifts
Metroid Morphology Research Lab Aether - Phendrana Drifts
Chozo Artifacts Elite Control - Phazon Mines
Phazon Infusion Research Lab Aether - Phendrana Drifts
Metroid Studies Research Lab Aether - Phendrana Drifts
The Hunter Elite Control - Phazon Mines
Elite Pirates Elite Research - Phazon Mines
Glacial Wastes Research Lab Hydra - Phendrana Drifts
Hunter Weapons Elite Control - Phazon Mines
-----------------------------------------------------------------------------
| |
| 6.20) Chozo Lore Quick Reference |
| |
-----------------------------------------------------------------------------
Each Chozo Lore entry can only be found in one specific location, which is the
location I've listed next to each entry's name.
Infestation Crossway - Chozo Ruins
Binding Artifact Temple - Chozo Ruins
Cradle Furnace - Chozo Ruins
Beginnings Vault - Chozo Ruins
Cipher Ice Ruins West - Phendrana Drifts
Worm Crossway - Chozo Ruins
Fountain Ruins Entrance - Chozo Ruins
Exodus Ruined Nursery - Chozo Ruins
Hatchling's Shell Crossway - Chozo Ruins
Hatchling Ruined Fountain - Chozo Ruins
Meteor Strike Watery Hall - Chozo Ruins
Contain Sun Tower - Chozo Ruins
The Turned Phendrana Canyon - Phendrana Drifts
Hope Hall of the Elders - Chozo Ruins
Statuary Artifact Temple - Chozo Ruins
Newborn Magma Pool - Chozo Ruins
-----------------------------------------------------------------------------
| |
| 6.30) Creatures Quick Reference |
| |
-----------------------------------------------------------------------------
Some creatures are unique and can only be found in one location, but others can
be found in several places. The locations I've listed next to each entry are
just one possible spot where each entry can definitely be found (or in the case
of unique entries, the only place they can be found).
Mega Turret Security Access A - Phazon Mines
Grizby Burning Trail - Magmoor Caverns
Zoomer Tallon Canyon - Tallon Overworld
Plated Parasite Furnace - Chozo Ruins
Pulse Bombu Sun Tower Access - Chozo Ruins
Ice Shriekbat Ice Ruins West - Phendrana Drifts
Parasite Queen Reactor Core - Space Pirate Frigate
Scarab Nursery Access - Chozo Ruins
Aqua Reaper Gravity Chamber - Phendrana Drifts
Triclops Pit Tunnel - Magmoor Cavern
Puffer Lava Lake - Magmoor Cavern
Glider Frost Cave - Phendrana Drifts
Auto Turret Deck Beta Security Hall - Space Pirate Frigate
Jelzap Phendrana's Edge - Phendrana Drifts
Beetle Canyon Cavern - Tallon Overworld
Tangle Weed Landing Site - Tallon Overworld
Flying Pirate Control Tower - Phendrana Drifts
Hive Mecha Hive Totem - Chozo Ruins
War Wasp Ruined Nursery - Chozo Ruins
Bloodflower Root Cave - Tallon Overworld
Ice Beetle Research Core Access - Phendrana Overworld
Reaper Vine Arboretum - Chozo Ruins
Aqua Drone Biohazard Containment - Tallon Overworld
Ice Trooper Elite Control - Phazon Mines
Sap Sac Tallon Canyon - Tallon Overworld
Flickerbat Phendrana Shorelines - Phendrana Drifts
Wave Trooper Mine Security Station - Phazon Mines
Sentry Drone Research Core Access - Phendrana Drifts
Burrower Lake Tunnel - Magmoor Caverns
Plazmite Totem Access - Chozo Ruins
Barbed War Wasp Burn Dome - Chozo Ruins
Flaahgra Sunchamber - Chozo Ruins
Scatter Bombu Ice Ruins Access - Phendrana Drifts
Space Pirate Research Entrance - Phendrana Drifts
Parasite Emergency Evacuation Area - Space Pirate Frigate
Tallon Crab Main Ventilation Shaft Section A - Tallon Overworld
Blastcap Tallon Canyon - Tallon Overworld
Aqua Sac Connection Elevator to Deck Beta - Tallon Overworld
Lumigek Crater Tunnel A - Impact Crater
Incinterator Drone Burn Dome - Chozo Ruins
Eyon Eyon Tunnel - Chozo Ruins
Fission Metroid Phazon Core - Impact Crater
Oculus Sun Tower - Chozo Ruins
Meta Ridley Artifact Temple - Tallon Overworld
Plasma Trooper Phazon Processing Center - Phazon Mines
Aqua Pirate Reactor Core - Tallon Overworld
Baby Sheegoth Ice Ruins East - Phendrana Drifts
Seedling Temple Hall - Tallon Overworld
Plated Beetle Chozo Ruins - Ruined Shrine
Sheegoth Chapel of the Elders - Phendrana Drifts
Stone Toad Energy Core - Chozo Ruins
Metroid Research Lab Aether - Phendrana Drifts
Venom Weed Arboretum - Chozo Ruins
Phazon Elite Elite Research - Phazon Mines
Metroid Prime Subchamber One - Impact Crater
Ice Burrower Plaza Walkway - Phendrana Drifts
Flaahgra Tentacle Sunchamber - Chozo Ruins
Elite Pirate Elite Control - Phazon Mines
Omega Pirate Omega Research - Phazon Mines
Puddle Spore South Core Tunnel - Magmoor Caverns
Chozo Ghost Hall of the Elders - Chozo Ruins
Thardus Quarantine Cave - Phendrana Drifts
Shriekbat Arboretum Access - Chozo Ruins
Hunter Metroid Frost Cave - Phendrana Drifts
Magmoor Lava Lake - Magmoor Caverns
Hive Main Plaza - Chozo Ruins
Metroid Prime Metroid Prime Lair - Impact Crater
Shadow Pirate Specimen Storage - Phendrana Drifts
Ram War Wasp Hive Totem - Chozo Ruins
Ice Parasite Chozo Ice Temple - Phendrana Drifts
Geemer Tallon Canyon - Tallon Overworld
Crystallite Phendrana Shorelines - Phendrana Drifts
Plated Puffer Tower of Light - Chozo Ruins
Power Trooper Elite Research - Phazon Mines
-----------------------------------------------------------------------------
| |
| 6.40) Research Quick Reference |
| |
-----------------------------------------------------------------------------
Some Research entries can only be found in one specific location, but others
can be found in several different places. The locations I've put next to each
entry are either the only place you can find the entry or one possible place
(which is the first place I encountered it while writing this guide).
Save Station Reactor Core Entrance - Space Pirate Frigate
Missile Door Lock Main Plaza - Chozo Ruins
Map Station Map Facility - Space Pirate Frigate
Spinner Ruined Courtyard - Phendrana Drifts
Missile Ammo Deck Beta Security Hall - Space Pirate Frigate
Large Energy Tallon Canyon - Tallon Overworld
Small Energy Biotech Research Area 1 - Space Pirate Frigate
Stalactite Ice Ruins West - Phendrana Drifts
Missile Station Hall of the Elders - Chozo Ruins
Spider Ball Track Quarantine Cave - Phendrana Drifts
Power Bomb Ammo Transport Tunnel E - Tallon Overworld
Grapple Point Ore Processing - Phazon Mines
Zebes Observatory - Phendrana Drifts
Ultra Energy Sun Tower Access - Chozo Ruins
Morph Ball Slot Energy Core - Chozo Ruins
Tallon IV Observatory - Phendrana Drifts
Locked Door Energy Core - Chozo Ruins
Gunship Landing Site - Tallon Overworld
=============================================================================
| -------------------------- |
| | 7.00) End | |
| -------------------------- |
=============================================================================
===============================================================================
7.01) Version History
===============================================================================
-------------------
February 22nd, 2008
-------------------
- Posted the first version of the entire walkthrough, artifact list, expansion
lists, log book entry lists, and quick versions of the expansion lists and log
book entry lists.
===============================================================================
7.02) Closing
===============================================================================
I'm aware that this guide contains some flaws. If you find something as minor
as a typo, please let me know about it. I'm also very open for suggestions on
content, format, and so forth.
All questions, comments, and so forth concerning this guide can be posted on my
site here:
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email me at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon). Please note that I
absolutely despise having casual social conversations on AIM, though. If you
want some help with the game, please just get to the point as quickly as
possible. Also note that I'm at work a lot of the time that I'm on AIM, so my
responses will often be slow and spotty. Please be patient.
===============================================================================
DEUCE EX DEFCON
===============================================================================